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Xefas
2011-07-18, 03:28 PM
I know that Let's Plays are typically the purview of the Gaming (Other) forum. However, this is an unusual case, as I'll be doing a Let's Play of a roleplaying game resource. The game How To Host a Dungeon (http://planet-thirteen.com/dungeon.aspx) is essentially a single-player dungeon-creation game. Its been described to me as sort of a cross between Dwarf Fortress and Dungeon Keeper in pen&paper format. And, at the end of it all, you will have a dungeon filled with monsters, treasures, and secrets, along with a diverse history and backstory that can be ported into your fantasy game of choice. It sells for $19 on the creator's site in the above link, if you're interested.

Now, this will be a "blind run". I've never played this game before, so the forum and I will be discovering things pretty much at the same time.

As for audience participation, I will run down the length of posters and use their screen names to populate the various civilizations, monsters, adventurers, and so forth in the historical logs for the dungeon.

If you're interested in the basic mechanics, it involves a large spread of random tables, die rolls, and randomized placement of stuff. If you play the game in meatspace, you will be asked to throw dice onto a sheet of paper, and make marks and draw things on it to create the dungeon map. I'm playing it on my computer using a digital art program, so I'll be using a grid of my own devising and additional rolling to randomize the placement of dungeon features (I'll remove the grid and any extraneous doodads before I post the picture of the dungeon.)

So, without further ado, I present the beginning of our dungeon. I've already run through the "Primordial Age", and all of the features generated during that age are drawn in black. Randomly rolling on the race table, it seems a band of dwarves have moved in. They will be drawn in blue. The darker circles are natural caves, and the sets of lines are tunnels (black for natural, blue for dwarven-made). The cavern marked "Fate", in true Dwarf Fortress fashion, is filled with horrible fate. Any civilization that tunnels into that cavern is met with a horrible fate. The caverns marked "Plague" are filled with a horrible plague. The number next to each plague is the horrible virulence of that particular horrible plague. I think the rest is self-explanatory.

-----

http://i.imgur.com/APRG0.png

Historical Log
LX 0
In this, the first year of our Dwarven Lord-Satrap Xefasicus' reign, our small expedition has finally met with success. Not a few days ago, mutiny was on the lips of our men, and I feared that if we did not find something of value soon, my life would be forfeit. Yet, the great gods of the earth bless us with a fortuitous discovery of that most blessed metal, mithril. The men have been pulling up cartloads of the shining ore for days now, and all traitorous intent has become but a fanciful memory.

I have now commissioned the construction of a Barracks and the training of a formal guard unit. I have heard tales of similar expeditions meeting a grisly fate at the hands of wildlife, raiders, or worse. This will not be the case with myself. Our fortress will stand for a thousand years and more, and our halls will be filled to bursting with wealth to make the lords of Dwarfholm weep in jealousy. This, I swear.

Friv
2011-07-18, 03:48 PM
"Our fortress will stand for a thousand years and more, and our halls will be filled to bursting with wealth to make the lords of Dwarfholm weep in jealousy. This, I swear."

Well, they've got a shot, as long as they don't burrow east. ;)

Interesting system, but how does it generate multiple levels?

randomhero00
2011-07-18, 04:12 PM
No offense meant, but do DMs really need this? Just draw it yourself, there are so many ways to make it fairly random. Listen to some music and "draw" the music in pencil. Then take a marker and mark actual hallways and rooms and such.

Another way is to just steal maps from games. I remember original EQ had a ton, and they reminded me a lot of DnD maps.

As for the backstory, well shouldn't it fit into your world? I guess this is more personal choice. For me something like that would never work as my world's back story's are always unique.

Xefas
2011-07-18, 04:35 PM
Well, they've got a shot, as long as they don't burrow east. ;)

Interesting system, but how does it generate multiple levels?

I'm not sure that it does. I think the base assumption is that we're looking at a cross-section, with "up" being the sky, and "down" being literally down, rather than it being a top-down view. I don't see why it couldn't be interrupted as top-down, though, with the dwarves mining into the side of a mountain. I guess that's typically how dungeons are drawn anyway.

Historical Log
LX 1
Spring
It seems the news of our success has managed to spread. New migrants arrive seeking work and wealth, and we are all too eager to receive them. Unfortunately, our facilities are too meager to house all of them at the moment, and so I must reluctantly slow our mining operation to a crawl in order to divert our workforce to construction. A new barracks is constructed near the first one, but is nothing too special to speak of.

So long as we have the dwarves up here, I plan ahead and have them build a sizable treasury to house are impending wealth. There is brief tension when we breach a natural cavern in the earth, but nothing horrible leaps out and kills us. We pave over it and continue. My advisers say I may be getting ahead of myself, but I try not to make a habit of listening to reason. Just to spite them, I have our treasury decorated in mosaics of precious metals, inlaid with mithril filigree from our own mines. The mosaics menace with spikes.

Summing, Fall, Winter
The Dwarves get back to work mining. Nothing terrible happens.

http://i.imgur.com/KtUnp.png

LX 2
Spring
Something is happening with the populace. Maybe it's something in the air? Maybe it's the close proximity? Maybe it's just the gratuitous amounts of mithril that has been nearly ubiquitous in the fortress. For whatever reason, they're all breeding like humans, and exceeding our current capacity. I'm forming a dedicated craftsdwarf team to meet the growing demands of...well, it's come to my attention that we don't have a name for our fortress yet. I shall call a council meeting to deliberate on it.

Summer
"Friv's Bounty". That is what we shall call our new home. The populace seems to like it. Or be indifferent to it. It's hard to tell with dwarves. While mining ever deeper, we seem to have tunneled into a natural cave system that leads all the way to the surface. On the one hand, it will be a nice place to construct things without having to dig out whole new sections from the ground. On the other, I worry that it may present security problems.

Fall, Winter
I thought designating some official craftsdwarves would make things easier, but now they're demanding their own workshops and smithies. The audacity! Why can't they do their metallurgy in their own homes? I'm not made of money! Whatever. I need to keep them happy. I have plans for a magnificent Great Hall to be constructed in my honor, and I don't want low morale to keep it from being suitably perfect.

(Also, I make a note about looking into the possibility of becoming made of money.)

http://i.imgur.com/xIgdm.png

Cieyrin
2011-07-18, 04:59 PM
No offense meant, but do DMs really need this? Just draw it yourself, there are so many ways to make it fairly random. Listen to some music and "draw" the music in pencil. Then take a marker and mark actual hallways and rooms and such.

Another way is to just steal maps from games. I remember original EQ had a ton, and they reminded me a lot of DnD maps.

As for the backstory, well shouldn't it fit into your world? I guess this is more personal choice. For me something like that would never work as my world's back story's are always unique.

Sometimes DMs don't want to or are burnt out and need alternatives. This seems like that alternative they're looking for. Perhaps it may not fit your playstyle but that doesn't mean it can't help others. As for backstory, who can't adapt things to work for their purposes? Maybe you need a thri-kreen settlement, so you don't bother to to roll for race and you lean your dungeon towards being a cliff-face village, with caves and natural wonders abounding. Nothing says you have to blindly follow every roll to the letter and you can fudge things one way or another. Is it truly random any more? No. Do the creators give a damn, now that you've given them their money? Why should they, they moved product and got paid for it, they shouldn't give two flips if you modify it to your needs.

Xefas
2011-07-18, 05:18 PM
Historical Log
LX 3
Spring
Constant immigration has nearly doubled our population over the past year. We struggle to build enough homes for them, and eventually the frequency of complaints of overpopulation climbs. The previously discovered natural cavern is claimed and put to use in the hopes of quelling unrest. To make matters worse, the mithril deposit is nearly mined out, and we must go in search of new ore to mine. If we don't find any soon, I'll be in a bad spot. Not to mention, construction on my Great Hall has begun. If I ever want to see its completion, I must maintain the confidence of my people.

Summer
A new mithril deposit is discovered! Everyone is happy again! Construction on the Great Hall continues! Future prosperity is assured! I'm sure everything will be great forever.

Fall
Death, mayhem, horror, oh gods. All was going so well! The Great Hall was moving forward without a hitch, but we mined into a cavern that held something...alien. I can't guess how long it had been there, trapped in that lightless hole, dreaming, waiting. When it awoke, there was a terrible noise that filled nearly the whole of the fortress, and soldiers were dispatched even before there was a confirmation of something being amiss. The survivors tell me that when they got there, the miners' corpses were strewn about the construction site, skin flayed from their bodies with unnatural precision. A beast - all arms and claws, a fleshy, hairless white spider with a thousand legs! Just the images from the story haunt me to this day. I didn't have the stomach to look upon the creature's corpse as it was disposed of.

In our logbooks, our storytellers have named this creature "Cieyrin, the Pale Horror", defeated by some Random Hero; his body too mangled for a positive identification, but his axe clearly wedged in whatever passes for a heart in abominations like that. The story of Cieyrin and that Random Hero will be displayed prominently in the Great Hall upon its completion.

Winter
As the cold bears down on us, and we mourn the loss of so many, one of the barracks is renovated and transformed into an honored tomb for the righteous dead. A large quantity of the stored mithril is hauled in and transformed into a set of magnificent statues of towering dwarves in armor, wielding axes, both testament and guardian. They menace with spikes.

http://i.imgur.com/vyKfl.png

Lord Vampyre
2011-07-18, 05:40 PM
Historical Log
In our logbooks, our storytellers have named this creature "Cieyrin, the Pale Horror", defeated by some Random Hero; his body too mangled for a positive identification, but his axe clearly wedged in whatever passes for a heart in abominations like that. The story of Cieyrin and that Random Hero will be displayed prominently in the Great Hall upon its completion.

It'll be interesting to see what happens when and "if" they get to the ancient wyrm.

Xanmyral
2011-07-18, 06:05 PM
This seems pretty cool. An easy-ish way to make a dungeon, complete with back story, and easily transferable to a campaign. Will watch this to see how it unfolds.

NowhereMan583
2011-07-18, 06:14 PM
Sometimes DMs don't want to or are burnt out and need alternatives. This seems like that alternative they're looking for. Perhaps it may not fit your playstyle but that doesn't mean it can't help others. As for backstory, who can't adapt things to work for their purposes? Maybe you need a thri-kreen settlement, so you don't bother to to roll for race and you lean your dungeon towards being a cliff-face village, with caves and natural wonders abounding. Nothing says you have to blindly follow every roll to the letter and you can fudge things one way or another. Is it truly random any more? No. Do the creators give a damn, now that you've given them their money? Why should they, they moved product and got paid for it, they shouldn't give to flips if you modify it to your needs.

+1

I've always found it a lot easier and more enjoyable to design dungeons & the like if there's some structure to the process. One of the columnists on the M:tG website back in the day (and possibly still; I haven't visited the M:tG website in years) said, fairly often, that "restrictions breed creativity". That is, if you hand someone a piece of paper and say "design something awesome", he's likely to just freeze up, or at least have some difficulty narrowing down the options. On the other hand, if you hand them a piece of paper and say "design something awesome, but it has to be X, Y, & Z, and you have to use A & B to do it", you'll get something much cooler out of it because not only does working in the requirements involve some degree of creativity, but you've given them a solid starting point.

Previously, when designing a dungeon, I've pulled out the Stronghold Builder's Guide and given myself a budget. This seems like a useful alternate method; depending on how this thread's demonstration of it goes, I may well buy the product.

Cieyrin
2011-07-18, 06:19 PM
I hope I come back as a horror from beyond the grave. :smallamused::smallwink:

Xefas
2011-07-18, 06:21 PM
Just as a note for the maps below, the golden "T"s are different from the blue ones. The blue "T"s are just generic treasure - coins, ores, metal, etc. I've put Golden "T"s to represent unique treasures (which also function a bit different in the game mechanics). In the Tombs, this is the ornate statues. In the (see below) Hall of Records, it is the priceless dwarven tomes, not only rich with knowledge, but also a work of art in their design and decoration.

Historical Log
XL 4
Spring
The nasty business of last year is put behind us, and new life springs forth. Perhaps the weight of rulership is weighing on me, but I feel my priorities changing. My domain was nearly put to an end a scant few months ago, and had it ended there, for all of our opulence, I question whether we would have been remembered. I must contemplate what to do about this.

Summer
The flow of mithril begins once more. We are truly blessed.

Fall
So obvious! I have commissioned a Hall of Records to be constructed, and all the tales of our trials and struggles to be written down and preserved for all time. This is how dwarfkind has been ensuring their remembrance for eons. Cut into stone. Never to be forgotten like those poncy elves and their oral traditions.

Winter
Nothing terrible happens.
http://i.imgur.com/MgVco.png

XL 5
Spring
Our fortress has reached a population I could have scarcely imagined so many years ago when I first began. As I hefted my pick, and took that first step with the caravan, having spent my life's savings on the one in a million chance to strike it rich, never did I guess I would be responsible for so many lives. And be so good at it! My people are happy and healthy. Trade routes spring forth in all directions. We have mastered the earth and I have no doubt all my aspirations will come to fruition.

Summer
This mithril deposit has dried up as well. But I have absolute faith that we shall find plenty more. The gods have blessed us, and we have proven our mettle again the horrors of the deep. Dig deeper, my friends, and the fortunes will never cease!

Fall, Winter
[This entry is mysteriously blank.]

http://i.imgur.com/R9OBV.png

Epilogue
In this, the fifth year of the former Dwarven Lord-Satrap Xefasicus, a stone from the heavens brought sidereal destruction to Friv's Bounty. Its force rent the earth asunder, and poured ash and fire into the great stone halls. Most infamous was the crag that split directly into the great hall, delivering a river of burning death down upon Lord Xefasicus' Throne Room, making him first among the casualties, before his subjects were ultimately consumed.

There were a few survivors. They took what wealth they could and returned to Dwarfholm, living rich, pampered lives filled with horrific nightmares of that final day, which tormented their nights until the end of their lives. Decades passed, and robbers would eventually loot what remained of the Treasury, which made an easy target due to its proximity to the surface. None would ever make it so far as the Tomb or the Hall of Records. Or, perhaps some did, and left the wonders there out of respect (or fear) of the dead and their keepers.

So ends the Dwarven Era. And so begins the Age of Monsters.

Cieyrin
2011-07-18, 06:30 PM
Wow, that was sudden. Never have thought an extinction event would take the dwarves like it took the dinos.

What're the Ps on the map? Populated areas or something?

Xefas
2011-07-18, 06:33 PM
Wow, that was sudden. Never have thought an extinction event would take the dwarves like it took the dinos.

What're the Ps on the map? Populated areas or something?

The game is far from over, though. The next update might take a bit, as I gotta go cook dinner.

The "P"s are for "Population Units", yes.

Cieyrin
2011-07-18, 06:46 PM
The game is far from over, though. The next update might take a bit, as I gotta go cook dinner.

Kinda figured, given the last history update says something about the Age of Monsters. Perhaps gobbos or illithids or something equally familiar or outlandish...

Xanmyral
2011-07-18, 07:03 PM
Would be humorous if Elves took up residence in the dungeon, but simply for how absurd it would be.

Did you wind up getting the meteor strike from a table, or randomized event? If so, I wonder what other events there are.

Ksheep
2011-07-18, 07:06 PM
Looking at the game's website, there's a trial version. Looking at it right now, may play through a quick dungeon, see what I get.

Xefas
2011-07-18, 07:16 PM
Did you wind up getting the meteor strike from a table, or randomized event? If so, I wonder what other events there are.

It was a random event from a table. When the Dwarven Age ends, it's with an Earthquake, a Volcanic Eruption, The Great River, The Plague, The Fallen Star, a Primordial Event, or "Make Up Your Own", with that last one being extremely unlikely.

The other sample civilization are the Dark Elves, and they have completely different rules and mechanics than Dwarves, and I believe their Age tends to end via over-extension and massive slave revolt, or when they get too big and dangerous and the surface declares open war on them.

I think there are also rules for playing multiple civs at the same time, either Dwarves and Dark Elves, two Dwarves, two Dark Elves, or some combination of those and your own custom civ. I may do one of these after this Let's Play.

edit: I'm not sure if the Dwarven Age typically lasts longer or shorter than it did for me. I messed up a rule on the first or second year which I tried to even out, but may have lead to my fortress dying out early. Hopefully, subsequent run-throughs will be mistake-free.

Xefas
2011-07-18, 08:25 PM
Musings
Amusing. Simple amusing. Something I had not anticipated, to be sure! But it may yet be of use to me. In the years following the fall of Friv's Bounty, a band of intrepid humans have moved in, no doubt considering the great fallen star as a portent of some auspicious fate. Upon the lip of its crater, they have constructed a keep from which to seize this land for themselves. But they have no idea the true worth of that rock they so mistakenly worship.

Still, even if I cannot bend them to my will, they will find that the forgotten ruins upon which they have stacked their pitiful dwellings is home to a myriad of beasts waiting to crush them violently and without remorse.

A band of exiled Duergar from the Underdark have taken up residence in the broken Great Hall, holding court in a mockery of the fallen Dwarf Lord of Friv's Bounty. It would seem that, if the Dwarves had not be wiped out, digging much further down would have given them a nasty surprise indeed.

Much more pressing, however, is the swarm of Giant Ants now nesting near the surface, with easy access to the human farmland.

And lastly (for now), but certainly not least, a vampire, young among his kind, but no doubt ambitious. He has taken to brooding in the Deep Mines, forming machinations to make this dungeon his own.

I mark this the first Year of the Fallen Star.

Current Denizens and Turn Order
Humans [P] (Surface Race)
Duergar [D] (Delvers)
Giant Ants [A] (Breeders)
Lord Vampyre [V] (Alpha)

http://i.imgur.com/rmLZv.png

Xanmyral
2011-07-18, 09:42 PM
Man, this is a really extensive dungeon maker.

Question, would the blue "T" be treasure belonging to the ants?

Xefas
2011-07-18, 10:04 PM
Man, this is a really extensive dungeon maker.

Question, would the blue "T" be treasure belonging to the ants?

As I continue, I'm wondering if it's a bit *too* extensive. I'm having fun, to be sure. Dunno how entertaining it is to watch and read about, though.

And yes, the "T"s are treasure, with the color denoting who it belongs to.



Musings
FS 1
Unfortunately, this year has begun on a sour note. It would seem the apparent stability the humans have inflicted upon this land have attracted an infestation of Gnomes!

The Duergar and Ants expand their influence over the dungeon by a small margin. The Ants' population grows rapidly, as is much expected of them.

Lord Vampyre makes his first move. Appearing before the mock-king of the Duergar exiles with all confidence, he demands their capitulation. When the king refuses, he exerts his vampiric will over the despot's mind, swaying him inexorably to his cause.

He is then promptly beaten into a disheveled pile by the king's guards and left for dead outside the Great Hall. His Lordship takes some time to lick his wounds, and then moves his lair upward, closer to the Gnomes, looking for easier prey.

Denizens:
Humans [P] (Surface Race)
Duergar [D] (Delvers)
Giant Ants [A] (Breeders)
Lord Vampyre [V] (Alpha)
Gnomes [G] (Breeders)

http://i.imgur.com/Qhp2I.png

FS 2
Friv's Bounty just became a little more dangerous. Lured by the growing signs of life, several Giant Spiders have crawled forth from the Underdark to make their home here.

The humans continue to expand unopposed.

The Duergar finally work up the courage to do something about the dangerous nest of Giant Ants lurking directly above them. Misplaced courage, it would seem, as not only were a number of them massacred, but the mithril weapons and armor their champions had been utilizing were scavenged by the ants, leaving them poorer for their efforts.

Spurred to anger by the Duergar, the Ants burst forth from the ground on an unsuspecting human populace slaughtering the residents of two farming villages in the process, but taking no small amount of casualties themselves. The humans now know of the danger, and of a way into the dungeon.

Carrying out his latest plan, Lord Vampyre begins his aggression on the new Gnome settlement. After some bullying, and a few new corpses, the Gnomes beg his mercy and agree to an uneasy vassalship. As part of the bargain, they relinquish all of their treasure to him.

Denizens:
Humans [P] (Surface Race)
Duergar [D] (Delvers)
Giant Ants [A] (Breeders)
Lord Vampyre [V] (Alpha)
Gnomes [G] (Breeders)
Giant Spiders [S] (Wandering)

http://i.imgur.com/Acci3.png

FS 3
A group of wandering hobgoblin thugs have moved in for the promise of an easy raid of the human lands. They are keeping to the surface tunnels, within unpleasant proximity to the Gnome filth.

The humans try desperately to retake and repopulate their farmland.

The Duergar attempt to take advantage of their most hated ant-foes' reduced numbers from their attacks on the surface world. Their attack is well-timed, and the Ants are driven nearly to extinction. The deep dwarves' stolen mithril armaments are recovered.

The Ants quickly replenish their numbers, only to be slaughtered to the last by a retaliatory invasion via human lynchmob. The cost is high, but the Ants will trouble them no longer, and the treasure left behind would make a sweet prize for future expeditions.

Not content to allow anyone to bully his vassals (save for himself), Lord Vampyre slaughters one of the squads of hobgoblins lurking nearby.

Open combat breaks out with a great number of Gnomes and Hobgoblins being slain on both sides. The few survivors leave Friv's Bounty while they still can.

Denizens:
Humans [P] (Surface Race)
Duergar [D] (Delvers)
Lord Vampyre [V] (Alpha)
Giant Spiders [S] (Wandering)

http://i.imgur.com/qdyfQ.png

FS 4
Cultists to dark and foul gods best left unspoken of have moved into this dungeon. Everything is going according to plan.

The humans continue to attempt to guard their lands.

Unchecked, the Duergar run rampant, claiming vast portions of Friv's Bounty and recovered treasure left behind by the now-extinguished Ant colony.

Lord Vampyre broods over the loss of his vassals, taking only minor solace in utterly annihilating a group of Giant Spiders wandering the dungeon.

Denizens:
Humans [P] (Surface Race)
Duergar [D] (Delvers)
Lord Vampyre [V] (Alpha)
Giant Spiders [S] (Wandering)
Cultists [C] (Special)

http://i.imgur.com/6hcTh.png

Xanmyral
2011-07-18, 10:16 PM
Is it wrong that I'm rooting for the vampyre?

Other then that, it's quite interesting to watch the story unfold.

Ksheep
2011-07-18, 10:55 PM
Yes, I must say, a quite entertaining read. Would make a good backstory for the place if you ever use it in a campaign (have the PCs find journals and tomes from different times of the habitation, graffiti from different tribes in different languages, bardic songs of past deeds in the town). Would make some great plot hooks.

Xefas
2011-07-18, 11:37 PM
Would make some great plot hooks.
Oh definitely. I may have to do a summary at the end, with the history of each room and the surrounding countryside, along with a few plothooks. I may still remember enough D&D to put some general stats to whoever ends up owning this place in the end.

Musings
FS 5
It would seem that the Duergar have spent enough time separated from their kin, that their customs have begun to change. Perhaps influenced by their surroundings, built by their more compassionate surface-cousins, they construct a Tomb for those that fell in the war against the Ant Colony, and fill it with all manner of valuables. The craftsdwarfship is not nearly as impeccable as the relics left by the citizens of Friv's Bounty, but it is a gesture of unusual reverence nonetheless.

The humans begin to dig. They do so slowly, and without the precision of a dwarf, but dig they do. Not long after, they breach one of the forgotten Barracks sectors of the dwarven fortress and begin to explore. Unknowingly, they have stepped into Duergar territory.

In response, the Duergar send a raiding party, though sadly run afoul of a group of Giant Spiders in the dungeon. Battle is joined, and both parties lay dead. The insolent humans will have to wait.

Lord Vampyre moves deeper once more, setting his sights on the treasures of the Duergar settlement.

The last group of Giant Spiders makes a fortified nest, claiming the ruined mine as their home.

The evil cultists send missionaries to the Duergar and convert them to their blasphemous faith. A new shrine is constructed in the Great Hall, and the ranks of the cultists swell with new migrants and Duergar neophytes.

Yes! Yes! My time has nearly come.

Denizens:
Humans [P] (Surface Race)
Duergar [D] (Delvers)
Lord Vampyre [V] (Alpha)
Giant Spiders [s] (Wandering)
Cultists [C] (Special)

http://i.imgur.com/Vfx88.png

FS 6
The call has gone out for adventurers, and the call has been heard. A party of four violent homeless men in ragged clothes but sporting a staggering array of magical items arrives.

Xanmyral the Fighter, Ksheep the Thief, Nowhere Man the Mage, and DMPC the Cleric venture into Friv's Bounty by way of the main mine shaft. On their way, they encounter a disgruntled Lord Vampyre. The battle very quickly sways against them, and they do what any upstanding adventuring party would do in such a situation. They shove the DMPC onto the ground and make a run for it. Weighed down by his heavy armor, the Cleric is no match, and dies.

Fleeing deeper and deeper, the three survivors stop to catch their breath and have a laugh at their dead companion's expense. All of a sudden, the sound of grotesque clicking reaches their ears, and Giant Spiders assault them for all sides. The battle is difficult, but they succeed eventually with no casualties.

Deciding that "down" isn't the best direction to flee, the party begins to wind its way back upwards...and right into the clutches of an evil cult. Everything was going more or less okay, until an ill-placed fireball from Nowhere Man managed to take out most of the cultists along with Xanmyral. The two that remained made a healing-potion-toast over his corpse and took the fat stacks of loot for themselves.

Content with their hoard, the adventures made for the exit, only to be waylaid by their final challenge, the Duergar. Weary from their previous encounters, the two fell easily, leaving their vast sums in the hands of their killers, who now know an opulence to rival that of Friv's Bounty in its prime.

"Adventurers"? Or "Freelance Wealth Redistributors"?

Meanwhile, the humans expand their farmland even further.

Such is the wealth of the new Duergar, that they have actually attracted willing migrants from the Underdark. It would be difficult to consider them "exiles" any longer.

Jealous, Lord Vampyre makes an attack on the Duergar, rage burning in his heart from his previous humiliation at their hands. He is met with similar failure this time around, captured, beaten, forced to relinquish the remainder of his loot, and left with a shattered pride to wander the halls alone.

The Duergar are looking unstoppable.

Just as planned. The end is nigh.

Denizens:
Humans [P] (Surface Race)
Duergar [D] (Delvers)
Lord Vampyre [V] (Alpha)

http://i.imgur.com/CznfB.png

Ksheep
2011-07-18, 11:55 PM
Felled at the hands of the Duergar. How fitting. At least I succeeded in redistributing the wealth.

Xefas
2011-07-19, 12:45 AM
Felled at the hands of the Duergar. How fitting. At least I succeeded in redistributing the wealth.

If it makes you feel any better, you were going to be ludicrously rich, had you gotten away. :smalltongue:

So, the game only has a few more turns left. I'm wondering about a second play-through. Should I do Dwarves again, switch to Dark Elves, or try to do one of each simultaneously?

Side observations:
-I started looking for more info online after the first couple updates. My surface race seemed to be unusually docile compared to other games. They didn't even get to construct any cities, mage towers, or do any *major* raiding on their own.
-I messed up the measurements for a couple rooms at the beginning. Gotta fix that next time.
-Most disappointing, I completely missed that the Ancient Wyrm actually becomes active in the Age of Monsters. If I had seen that, things may have played out way differently with a rampaging dragon going through the dungeon.

The Word of Xefasicus
FS 7
Look upon my works, and see the Age of Monsters come to ruin as all ages before it! See now, the Age of Villainy rise, with I at its helm!

I know not why the Gods punished me. I felt I had been a good ruler. Was it hubris? No. They were jealous. The High Ones themselves gazed down upon me and scowled with envy! That is why they sent their great meteor of destruction.

Well, now the world shall pay. As my soul drifted away into the Beyond, dark voices offered me a choice; offered me salvation. Offered me vengeance! I swore to them that I would see the Heavens themselves burnt to ash before me, and in exchange I now have a new chance at life!

Though the Cult was destroyed by adventurers, their faith spread to the Duergar, and their shrines remained. Now, my ascension is at hand. Cower as I rise anew! Neither dead, nor alive, a bleak Lich-King, no longer commanding my Dwarven fellows, but Dark Dwarves from the core of the world! Savage as my new heart, ready to do my bidding.

First, I shall claim the Great Hall as my Lair, and the Duergar as my servants. Their wealth is now mine.

Secondly, I claim the Grave Goods from the two tombs in my dominion, blighting these catacombs with necrotic power.

Next, I spend a significant portion of my treasure and build a Study. Here, I shall keep the unholy tomes of my benefactors and their desecrated ritual objects. Here, I raise the first of my mighty Undead Champions from the dust and memories of fallen dwarven denizens of Friv's Bounty.

Then, I raise even more Champions from one of my Tombs.

The pitiful humans above expand even further, totally unaware of the imminent doom that is about to be unleashed upon them. Two adventurers are dispatched to the dungeon, but are never heard from again, courtesy of my elite Duergar guardsmen.

http://i.imgur.com/XRgfB.png
FS 8
I raise yet more minions in the Duergar tomb, adding their fallen heroes to my cadre. Unexpectedly, I am approached by Lord Vampyre. He offers a truce. I offer him power.

For a paltry sum, I have my Duergar construct a palace for him, and he gladly joins me as a trusted lieutenant. My victory over the surface world is all but assured now.

The End Has Come.

http://i.imgur.com/HMxdk.png

Crossblade
2011-07-19, 01:00 AM
So, the game only has a few more turns left. I'm wondering about a second play-through. Should I do Dwarves again, switch to Dark Elves, or try to do one of each simultaneously?

Do the dark elves next time.

Then, if this keeps interest, do both simultaneously.


Edit: and technically, when that meteor hit, shouldn't that plague have been released into the air? Or does that void the plague's abilities?
Edit2: read the rules and rechecked the map at the start. saw the shaft was there from the start with the plague reaching the surface; noted that rules in the demo didn't cover that.

Jjeinn-tae
2011-07-19, 01:34 AM
Been watching this from the start today, and I think you've convinced me to get it. :smalltongue: This is awesome.

My vote would be do Dark Elves alone next time, looking through the free ruleset, two civilizations at once might be a little more tough to deal with.

I have a question though, I've heard of a third civilization in the first age, being Demons in the full version, do you have that? If you do, how do they play out?

Croverus
2011-07-19, 01:45 AM
This is pretty cool! I think I'll give the demo a try.

Saintheart
2011-07-19, 02:10 AM
I must say I'm now tempted to try this as well. I'm a fan of doing chronicles of longrunning strategy games -- I once wrote a 'fake history' of Europe whilst playing Medieval Total War 2, establishing a "Spanish Imperium" across the land -- so this kind of thing marries two of my biggest interests. Will be watching this with interest. :smallsmile:

Xefas
2011-07-19, 02:14 AM
Edit: and technically, when that meteor hit, shouldn't that plague have been released into the air? Or does that void the plague's abilities?
Technically, I'm not sure. I was just kinda leaving it there until someone breached the specific chamber itself. But, in hindsight, I think I would have removed the plague when that cave ended up bisecting it.



I have a question though, I've heard of a third civilization in the first age, being Demons in the full version, do you have that? If you do, how do they play out?
This Let's Play was using the trial version. I wanted to try it out before I bought the full version. And then I thought "Hey, so long as I'm running through this, why not put it up on the internet for people to see?". I'd say its been pretty cool. I'm already thinking of a way to use this in a collaborative way to generate an adventure for a one-shot for my group, with my group. I think that would be awesome.

I'm gonna sleep on it first, but I may buy the full version tomorrow before doing the second play-through. Even if I still use the Dark Elves, updated rules may make things different/better.

http://i.imgur.com/W2efL.png

1. The city of Comet's Fall consists of a heavily fortified keep with a few small trade districts, and truly vast tracts of prosperous-enough farm land. It was founded by religious pilgrims, and thus a temple to nearly all of the High Gods (and hidden shrines to most of the Low Ones) can be found here.

After the pilgrims arrived, it was discovered that the city had been built on top of a network of (they think) Dwarven Ruins, the extent of which they have not been able to ascertain. To date, two groups of adventurers have been sent to explore its depths, and neither have returned. Officials in the town know the ruins were once called "Friv's Bounty", only because of a failed foray by the city guard against a nest of Giant Ants which yielded a few artifacts with dwarven writing upon them.

There are three known entrances to Friv's Bounty, and one unknown.

The first is a shaft dug directly under the main keep of Comet's Fall. The second is what appears to be a natural cavern partially stabilized and smoothed over in ages past, the opening of which is nestled in the middle of the Comet's Fall farmland. The third is a dwarf-dug entrance near the furthest reaches of the farming communities which appears to be the oldest.

2. Here is the famous site of the fallen meteor for which the city is named. It is a crater of massive size and typically hosts a number of pilgrims on any given day. A few guards and holy men are posted here to protect the sacred rock, as it would be seen as blasphemy for someone to take it, or part of it. A hidden chasm exists near the rock which would provide a secret path directly to the Lich-King's lair if it were discovered.

3. The Front Door. This entrance looks well-worn, and especially suited for habitation. Graffiti denoting warnings are scrawled in countless varying scrawls across the opening.

4. An enormous room, the walls of which show obvious and crudely torn indents, where mosaics used to be held, but have since been looted. It shows signs of habitation from many years ago, probably a hundred souls or more. The paraphernalia scattered about is all sized for someone much smaller than a dwarf, and a few disheveled records written in Gnomish are still left. They speak of hard times, vicious battles, and the Gnome Clan's eventually heresy as they turned to serving a vampire for a time. If the child-sized skeletons strewn about the floor are any indication, this avenue did them little good.

5. These living quarters are old, though serviceable, save for the markings of long-gone animals. Hundreds must have lived in these residential districts at one point, though no sign of their bodies remain. You are left in the echoing silence to wonder why it has stayed so abandoned for this long.

6. This area was probably also a residential district, though it has been transformed beyond recognition. The Giant Ants mentioned by the officials of Comet's Fall must have made this place their home, and held it for over a decade. Chambers for larva are plentiful, and the rotted exoskeletons of their slain warriors can be found everywhere. If one were to look hard enough, they could find the last stand of the Colony, a well-hidden burrow that hosts mountains of dead ants, surrounding a huge queen-carcass, the shattered blade of a mithril axe-head still lodged in its abdomen.

7. This area is more cavern than purposeful structure and functions as a crossroads for much of the rest of the dungeon.

8. These residential quarters are untouched, unlike the rest of the dungeon. And possible the most disturbing. Ash-covered half-disintegrated bones still lay in beds, or sit at chairs in front of stone bowls with stained spoons still nestled in them. The charred remains of crude dolls and toys spill from burned and rotting wooden chests. Whatever cataclysm killed these people, it did so suddenly and without warning.

9. This otherwise ancient tomb has seen recent activity. Doors have been torn open, stone coffins overturned, and the walls and floor show signs of some sort of metal fixtures being removed. Oh, and there are undead.

(Regardless of system or relative power level, the undead here should be a swarm of cannon fodder that present a threat only as a large group. Among them, a single headless champion wielding a mithril axe presents a true challenge.)

10. These rooms are a series of workshops with tools for nearly any form of craft or art. While they have been searched through a few times, and anything of great value taken, there is still much left intact.

11. This area is a series of old mining tunnels. The ore has since been completely mined out, and the tunnels abandoned for a long time. Still, here and there, if one looks long enough and hard enough, they can see sign of recent use. A foot print here or there, a campfire doused mere months ago, the relatively recent body of a disfigured humanoid completely empty of blood...

12. This palace is new, and its construction clashes greatly with the architecture of the above rooms. It was not built with practicality in mind, but luxury. And the quality of the craftsmanship is lesser in some ways. Paintings and tapestries adorn the walls, and metal sculptures extravagantly decorate the entryway. Duergar and undead servants, not equipped or trained for battle, hurry about with constant fervor. Within lies the lieutenant of the Lich-Kings armies, a monster of significant power known as Lord Vampyre. Physical and mentally dominating, he rules his little corner of the dungeon with a cruel and ruthless hand.

13. This long tunnel and its subsidiary mining areas are covered in an intricate series of spider webs. Although no giant spiders remain, swarms of little poisonous ones do. There is a reason most dungeon denizens avoid this place entirely.

14. Mind-bogglingly deep, this chasm leads all the way down to the Underdark. Most of the way shows the same detail and quality as the above sections, but eventually it gives way to crude tunnels dug by slaves or monsters.

15. The Great Hall. It has seen many changes since its ancient construction, but the one thing that has not changed is its immense size. Thousands could have been seated here comfortably for all manner of events, not least of which could have been an audience with the dwarven king, as referenced by the raised platform hosting a throne. Here and there, familiar dwarven architecture has crumbled and been braced by similar duergar mechanisms. Many nooks and crevices have been converted into a myriad of blasphemous shrines, and mad writings are etched half-hazardly into the walls along a great many lengths of stone. Hosts of both elite duergar warriors and undead abominations lurk here, and the Lich King himself may be present on any given occasion.

16. The Lich King's study. For a necromancer or demonologist, this would serve as a masterful lair, containing all manner of lore and reagents for rituals men should not trifle with. When the Lich King is not in the Great Hall, he is most likely here.

17. A duergar tomb. It seems to have been made in an attempt to copy the previous dwarf-made tomb, though it sadly fell slightly short. Statues lack proper anatomy, decorative pictorals are slightly skewed, and grave-hymns did sound quite as eloquent as they should. There are no doubt freshly-raised undead here at any time of the day or night.

18. The sealed Hall of Records, not touched for an era the length of which few can guess at. It contains all the knowledge and history of Friv's Bounty, right up until the great cataclysm, of which it is silent on. For all that can be seen, its residence were happy folks with a just ruler and a bright future.

19. This cavern holds primordial magics born in the dawn of ages.

20. An ancient wyrm still slumbers here, oblivious to the plight of its neighbors, resting on wondrous treasures wrought in burning magic of the world's creation.

21. There is a terrible plague here, ready to be unleashed. Not the worst plague to ever scour the world, but pretty close, and few would know the difference.

Possible Plothooks

-Adventurers have been going missing. We'll pay you to go find out why.
-Adventurers have been going missing. There is clearly a bunch of dwarven treasure hidden in the caves under this city.
-Every time you pray for spells, your deity seems to be gesturing in this direction and making disturbed motions.
-See #19
-See #20
-See #21
-There's an opening to the Underdark here.
-The meteor that landed here is composed of metal with special properties. Maybe the locals will understand if you explain to them that you *need* to take the sacred object the city was built here for.
-One of your friends was bitten by a Vampire many years ago, and you've tracked him here.
-In the case of you being too late: Oh crap, there's a Lich, a Vampire, and a bonkers-huge horde of undeath erupting from the earth and marching in a tide of death on an unprepared world. Maybe do something about it.

Croverus
2011-07-19, 02:31 AM
This was very informative. I plan to do a few of my own runs of this, and connecting them all, possibly having only 1 or 2 actually get to the villain stage while the others just reach the monsterous age. Tie them all together to create a whole campaign world.

And the random factor could easily be fudged to make this work. Including having a single massive event that wipes out the early civilizations, or going with several events ending each. Perhaps three dwarven civilizations rose to power at the dawn of time, but each fell silent through one tragedy or another.

I'm tempted to buy the game and see what other stuff they have to let a DM work with.

Xefas
2011-07-19, 03:55 AM
I'm glad this has gotten some folks interested, and thank you all for the kind comments. :smallsmile:

Also, reading the book more closely in preparation for the second run, I'm thinking my scale may have been off. Or maybe the scale isn't well defined. I'm not sure. But sometimes it sounds like one Population Unit is a few people, over a hundred people, or thousands of people. Likewise, sometimes it sounds like you're generating a small settlement, a large city, or a sprawling underground country when you play the game.

Maybe its written like that to be flexible? Not sure, but it's kinda confusing.

Jjeinn-tae
2011-07-19, 04:17 AM
What I gather, in the age of civilization a population unit is worth a huge amount, but after that 1 population unit generally refers to a much smaller amount of living things, which apparently differs based on creature (like... cave giants :smallconfused:). I cannot quite figure out the Surface Kingdom though, realistically, you would think that they'd be on more or less the same scale due to it being equal in combat, but it doesn't make as much since that way... The undergrounders must be better equipped and more skilled.



Though, I think I shall run a one-shot using this, essentially a D&D version of Dwarf Fortress' Reclaim Fortress mode. Shall be great fun.

Crossblade
2011-07-19, 04:41 AM
I'm running this now with the Demo. in my 3rd year of Civilization, I ran into the Ancient Wyrm, which stole treasure, that lowered population, and the following summer I had to dig a full finger long; meaning (I think) I couldn't grow in population the following summer... but the next spring, I was able to grow twice after not growing twice in a row. Interesting twist of fate, as it got me to bypass the #5 construction bonus.

And as it turns out... my Dwarves maxed out at 7 when I ran out of researches, so family simply left 1 by 1 in the following years. How sad.


Edit: Actually... or when you run out of resources in Civ, are you supposed to force The Great Disaster?

Zejety
2011-07-19, 06:17 AM
How long would you say does the creation process of a single dungeon take when you don't have to post every step on a message board?

Crossblade
2011-07-19, 06:35 AM
How long would you say does the creation process of a single dungeon take when you don't have to post every step on a message board?

I just finished it in about 3 hours.

Edit: but I just realized I missed Yearly events in the Monsters stage for 7 years in a row. :smallfrown:
Edit 2: just rerolled, and an Adventuring group of 5 cleared out the dungeon, 3 years before my previous ending; meaning I'd restart the Monster Phase.

Friv
2011-07-19, 09:12 AM
That was pretty awesome.

Question - what program and randomizers did you use to deploy this thing on the computer? That's the big thing stopping me from picking this game up; I do all of my prep for things via computer these days, so having to pull out paper and do it by hand is a big turn-off.

Ksheep
2011-07-19, 10:10 AM
That was pretty awesome.

Question - what program and randomizers did you use to deploy this thing on the computer? That's the big thing stopping me from picking this game up; I do all of my prep for things via computer these days, so having to pull out paper and do it by hand is a big turn-off.

On the game's page, someone has posted a pre-made Photoshop doc that's already set up with the lengths you need (finger, etc), and the tokens for the monsters. You could probably run it in Photoshop, GIMP, or Paint.net. As for randomizers, it just uses a normal set of dice. You could probably use a die-roller if you prefer.

Zejety
2011-07-19, 10:30 AM
I've heard about How to Host a Dungeon for the first time today and I already want to buy the PDF version. I mean: What could go wrong for $5?

And I'm not even DMing any Dungeon Crawls^^

Sebastrd
2011-07-19, 11:14 AM
This was awesome, and I think I'm definitely going to buy the game.

Friv
2011-07-19, 11:30 AM
As for randomizers, it just uses a normal set of dice. You could probably use a die-roller if you prefer.

Sorry, I should have been more specific.

The core of the dungeon's creation involves rolling dice onto your graph paper, and where on the paper they land determines where things get placed. I'm not quite sure how to reflect that if you are not using paper, since I can't roll my dice across the computer screen.

Ksheep
2011-07-19, 11:34 AM
Sorry, I should have been more specific.

The core of the dungeon's creation involves rolling dice onto your graph paper, and where on the paper they land determines where things get placed. I'm not quite sure how to reflect that if you are not using paper, since I can't roll my dice across the computer screen.

I'd say just have a piece of paper with a grid on in, corresponding to what's on the screen. Roll on that, place the stuff on the corresponding place on the document.

EDIT: Also, I don't think that rolling the stuff on the paper is the core of it. Glancing at the rules, that is true for some but not all of the features (ie. Mithral is rolled that way, gold is not). However, you could just break the image into a 12x12 grid and roll 2d12 to decide what goes where. Just a thought.

Xefas
2011-07-19, 02:35 PM
How long would you say does the creation process of a single dungeon take when you don't have to post every step on a message board?

It can vary quite a lot depending on what happens. From what I gather, sometimes your civilization will die out in 2-3 turns, or may end up living for 7-8 depending on resources and the Civ chosen. Depending on the random monster events and combat rolls in the monster phase (and adventurers), the monster phase could go on for an extremely long time, or peter out fairly quickly.

The villain phase looks to be pretty straightforward. I actually didn't finish the villain phase in the first run, because I thought the point where I stopped was a good time for it to become a plot for a roleplaying game. If you finish that phase, either the surface race is going to be wiped out, or the villain is going to be wiped out. The former would still leave the dungeon for future adventurers to raid (i.e. your party), but the latter seems like it would not (unless you're playing a monster party come to repopulate the dungeon and fight the surface folk).

All in all, expect to spend several hours on it either way. This is not the most efficient way to plan a session. I would suggest looking at it as "I have free time. I'm going to play this fun game. Oh, I accidentally made something that I can maybe use later. That's a nice bonus."



The core of the dungeon's creation involves rolling dice onto your graph paper, and where on the paper they land determines where things get placed. I'm not quite sure how to reflect that if you are not using paper, since I can't roll my dice across the computer screen.

Basically, you can build a grid in the art program of your choice. Something like this (http://planet-thirteen.com/images/DungeonHost_template.jpg). Then just roll 2d6x2d8 to determine the area. That was more or less what I was doing last time.

However, I really like Ksheep's idea of marking a piece of paper and rolling in meatspace, and then translating it to the computer screen. I'll probably do that next time to try it out.

Xefas
2011-07-19, 03:46 PM
Alright, lets get run #2 underway.

Here is our glorious new map, on the cusp of the Age of Dark Elves.

http://i.imgur.com/Bjzkf.png

The gold line is a vein of gold. The blue line is an underground river. The Primordial Beasts are horrible Primordial Beasts, which we have in abundance this time. The "S"s are Slaves, and the "N"s are Dark Elf Nobles.

Fhaolan
2011-07-19, 03:57 PM
Just as a note, the gray Dark Elf stuff is somewhat difficult to see on that red background. At least, it is on my monitor. Not a big deal, but I thought I'd mention.

And I just bought the full version of this game in PDF format. Heck, for $5 even if it sucks, I feel like it's worth the amusement value alone.

Neon Knight
2011-07-19, 04:03 PM
Now, this? This is pretty cool. I'll throw down for the 5 dollar version without a second thought.

And yeah, a slightly different color for dark elves might aid legibility.

Xanmyral
2011-07-19, 04:12 PM
Interesting ending on the first map. Died in an explosion, taking out cultists with me. Good way to go out.

I agree, a darker shade might be better. Also, if they breach the river, would that release the upper three primordial beasts? Would it flood the the tunnels they dug to there?

Fhaolan
2011-07-19, 04:18 PM
Interesting ending on the first map. Died in an explosion, taking out cultists with me. Good way to go out.

I agree, a darker shade might be better. Also, if they breach the river, would that release the upper three primordial beasts? Would it flood the the tunnels they dug to there?

Flooding is an optional 'Advanced' rule included in the first appendix in the full version.

Xefas
2011-07-19, 04:30 PM
Thank you guys for the feedback. I changed the Dark Elf color. Is this better?

Also, yes, there will be flooding. I'm not sure exactly how I'll handle it. I bought the full version, so I have the optional rule for flooding. We'll see how it goes.

Diary
Dear Diary,

My plans are coming along swimmingly, as I knew they would. Those self-absorbed nobles in my House told me I'd never make it on my own! Me, Prince Xefasan; a god among ants! They tried to scare me with those childrens' stories about this terrible "Surfuss"-World. As if. Plots this far up are prime real estate! Gold everywhere. Superstition keeps the morons away. It's perfect, diary, simply perfect. I have already christened my first Great City "Havarnchanth" (or 'Crossblade' in the low tongues).

This shall be the first year of my Glorious Reign.

GR 1
Spring
Ah, my keen intuition already pays off. Gold is found directly above us, and I send one of my lackeys and his retinue of slaves to start a colony there.

Summer, Fall
My first colony has met with such astounding success that I've allowed the governor to name it himself. He names it "Croverus", after himself, and has a Torture Pit built in honor of the occasion. How delightful. The money flowing back home has earned me no small amount of prestige, either.

Winter
I purchase more slaves for Havarnchanth with the excess tax revenue from Croverus.

http://i.imgur.com/CUfNR.png

kyoryu
2011-07-19, 04:32 PM
I'm gonna check this out.

I actually envision the space as being horizontal, with the "surface" being a mountain cliff or something of the like, rather than being vertically oriented.

Crossblade
2011-07-19, 04:48 PM
I have already christened my first Great City "Havarnchanth" (or 'Crossblade' in the low tongues).

Is that the literal Drow Translation? Or how was Havarnchanth thought up?

Fhaolan
2011-07-19, 04:56 PM
I changed the Dark Elf color. Is this better?


Yes, thank you. :smallsmile:

Neon Knight
2011-07-19, 05:02 PM
Yes, thank you. :smallsmile:

What he said. Much better.

Xefas
2011-07-19, 05:12 PM
Is that the literal Drow Translation? Or how was Havarnchanth thought up?

I found the best looking Drow dictionary online and did the best I could. I just didn't think "Crossblade" made a very good Drow-sounding name, but I didn't want to skip your place in line. It's not really the same, I know, so in exchange for waiting a bit, I'll name the surface kingdom after you, if that's cool.

Diary
Dear Diary,

GR 2
Spring
Oh diary, sometimes I amaze even myself. I've financed yet another successful mining colony. I mean, sure, while they were digging out a slave pit, I think there was something about horrible tentacled monsters from beyond the fringes of nightmare who moved in a geometry alien to our concept of 'reality'. But, not a huge problem. I just kept sending slave legions in that general direction until my assistant stopped bringing it up. I'm sure it's fine.

The city seems awfully...emptier now, though.

Summer
Both colonies have grown considerably. Croverus has begun to boast that it has become greater than even my capital. The words stung, for perhaps they had a sliver of truth in them. There've been so few slaves about that I actually had to draw my own bath yesterday. It was an uncomfortably experience.

Fall
Croverus has constructed a shrine to our horrible gods! And an honorary tomb for their nobility, just as an extra kick in the teeth. Something must be done about this. But what?

Winter
The newest shipment of slaves from the Underdark arrives. Finally. I throw one of the couriers into the slave pit with them, just to make myself feel better.

http://i.imgur.com/791IO.png

Earl William
2011-07-19, 05:29 PM
This dungeon's a lot bigger than the last one, but shaping up to be just as neat.
What software do you use for these?

Croverus
2011-07-19, 05:36 PM
Awesome, I just know something horrible is gonna happen to my colony but it's still awesome!

Jjeinn-tae
2011-07-19, 06:15 PM
"Oh Lolth, Why? Why do you send these tentacled abominations? Why?!!" :smalltongue:


I'm running through a three civilization one, Dark Elves, Dwarves and Demons... The Demons immediately killed the elves first turn; I'd suggest not running a game with both Elves and Demons if you plan on doing one after this one.

Xefas
2011-07-19, 09:05 PM
What software do you use for these?
Macromedia Fireworks 8.

Diary
Dear Diary,

GR 3
Spring
There aren't enough nobles in Havarnchanth that I can trust with a new colony. Mostly just stewards from my own House. Frankly, even if I could, I'm not feeling too big on the whole new colony idea anyway. I don't want another Croverus upstaging me. I can't risk one of those ponces doing the same.

...Y'know, they would do that, wouldn't they? I can't trust anyone in my court anymore. Send them to the slave pits, I say!

Summer
OH GODS, diary, there's a slave revolt! Arrrgh, blaaaaaaa----

Journal
Dear Journal,

This is former Duke Croverus. Now Prince Croverus. It would seem our dearly departed Prince Xefasan bit off a tad bit more than he could chew. The city of Havarnchanth was overrun by slave insurrection, and now stands devoid of law or governance. My coronation was today, and now Croverus City is the new glorious capital of this region. Yay for me. =3

(Still) Summer
Both remaining cities have increased their slave population from captured renegades fleeing the slaughter at Havarnchanth. I hear rumors that some former slaves have not fled, but instead have taken up arms and made the ruined city their personal territory. Good for them.

Both colonies expand our mining, as per usual.

Fall
Jjeinn'tae has added a shrine and tomb of their own. But rest assured that Croverus will not be outdone. They have a shrine? I will build a grand temple!

It also occurs to me that our gold vein is beginning to run dry. I shall order an exploratory shaft constructed in order to locate more riches.

Winter
It would seem that the aforementioned exploratory shaft was not the most amazing of ideas. We breached an underground river of vast size. Flooding runs rampant throughout Croverus. Families are uprooted. Many deaths have resulted. We are scrambling to divert the water to...somewhere less consequential.

Refugees crowd in one of our mining complexes. Croverus is temporarily divided, and running low on resources. Hopefully, with the coming year, we can rectify this disaster.

http://i.imgur.com/NhUcD.png

Xanmyral
2011-07-19, 09:20 PM
Annnnnd here come the primordial beasts from the flooded tunnels to wretch havoc on the once proud city of Coverus. Can't wait. :D

Xefas
2011-07-19, 10:03 PM
Journal
GR 4
All has come to ruin. Those of us caught on the western side of the great deluge continued to mine for the resources we would need to reunite with the eastern side. When we finally did, it would seem that Jjeinn'tae had taken advantage of our broken state and attempted to seize power. There was a great battle, and while Jjeinn'tae eventually won, they were crippled in turn.

I could not stop my men from taking revenge. Many had family and friends trapped on the other side, now dead. Our cities burn. Our routes to the Underdark are sealed off by incalculable tons of water. The remaining slaves are feeling mutinous. We all run low on supplies.

This is the end.

----

Ages fly past with the ancient Drow cities continuing untouched and unknown to the surface world. Great magma flows from deep in the earth eventually move, forming a pocket nearby and flooding some sections of the dungeon. The ancient-beyond-knowing beasts that lie here begin to stir, marking the beginning of the Age of Monsters.

http://i.imgur.com/OXZx4.png

Otacon17
2011-07-19, 10:36 PM
This is fantastic. The journal entries are brilliant, and the system looks neat, too. I might have to pick this up.

Croverus
2011-07-20, 12:10 AM
Despite the disasterus fall, I found the last years of the gran City of Croverus to be most epic. lso the dungeon has some epic terrain now, including the massive waterfall, flooded rooms, and the magma flows.

Xanmyral
2011-07-20, 12:11 AM
I'm curious on how creatures will get to the dungeon however. Tunneling seems the safest, unless something can breath water and/or lava.

Crossblade
2011-07-20, 02:21 AM
I found the best looking Drow dictionary online and did the best I could. I just didn't think "Crossblade" made a very good Drow-sounding name, but I didn't want to skip your place in line. It's not really the same, I know, so in exchange for waiting a bit, I'll name the surface kingdom after you, if that's cool.

I found it quite enjoyable due to its creativity, to be honest. Only Drow translator I could find though couldn't translate 'blade' for me.



I'm curious on how creatures will get to the dungeon however. Tunneling seems the safest, unless something can breath water and/or lava.

I'm wondering, maybe the water will be stopped by the lava?

Jjeinn-tae
2011-07-20, 03:53 AM
Despite the disasterus fall, I found the last years of the gran City of Croverus to be most epic. lso the dungeon has some epic terrain now, including the massive waterfall, flooded rooms, and the magma flows.

Jjeinn'tae was giving it a run for its money, would not have been long before it could have taken Croverus even without the water fall. :smalltongue:

Though I do wonder, will there be a dragon that takes up roost in the magma, it would be so fitting I think. I feel sorry for the people who inevitably spawn in the tomb in Croverus though.... The only way to go will wipe them out, and one must wonder how they managed to dig into there in the first place.

Neon Knight
2011-07-20, 09:09 AM
Wow, that one went south fast. I hope the Age of Monsters proves as entertaining as this was.

Sebastrd
2011-07-20, 03:24 PM
I don't know what the holdup is, but I demand an update now! :smalltongue:

Seriously, I'm anticipating these more than the next OOTS update. Fantastic work on the maps, by the way.

Friv
2011-07-20, 03:53 PM
I don't know what the holdup is, but I demand an update now! :smalltongue:

Seriously, I'm anticipating these more than the next OOTS update. Fantastic work on the maps, by the way.

We should try and get a few rival dungeons going. ;) I will see if I can wrangle Paint to do so; this may take a bit of work.

Ksheep
2011-07-20, 03:57 PM
We should try and get a few rival dungeons going. ;) I will see if I can wrangle Paint to do so; this may take a bit of work.

Dueling Dungeons? In the end, combine them together to make a kingdom. Of course, there may be several dozen volcanoes in a very small area if we did that, not to mention the meteor craters.

Xefas
2011-07-20, 04:02 PM
Emanations
Long have we slept. Hibernating until the gears of history begin to turn once more. Now, High Elves have come to this region, constructing a fortress upon the geomantic nexus that underlies this volcano. No doubt they wish to utilize the natural ley-energy in their sorceries. This is the next step in our 'prophecy'. Not a prophecy so crude as to be divined through magic, but rather a calculation born of a vast intellect equal to a million million human minds. Perfect in its sagacity, our eventual victory is as close to objective fact as to be indistinguishable.

We have awoken. But the time to reveal ourselves has not yet come.

Aside from the High Elves, it would seem that a group of Fire Elementals have been drawn through planar boundaries by the heat and power of the volcano while we slept, and laid claim to the dungeon's magma-filled chambers.

Only recently, a planar fluctuation has appeared on the easternmost fringe of the dungeon. It lay silent for a short time, but now fiendish outsiders, known as the Ba'atezu in our time, but as "Devils" now, have begun to march forth from it.

And what is this? Ah, a familiar face. It would seem that the route to the Underdark was not blocked off for all. Quite the contrary, such bleak and flooded pits are the perfect lair for an Aboleth, a massive, monstrous, tentacled sea creature with the power to drive lesser minds to madness and slavery.

Denizens:
High Elves [H] (Surface Race)
Elementals [E] (Delvers)
Devils [D] (Breeders)
Aboleth [A] (Alpha)

http://i.imgur.com/QhAEn.png

Croverus
2011-07-20, 04:11 PM
I think I might start on paint to make my own dungeons. We could combine all the dungeons generated in this topic to populate small world. I may go buy the $5 pdf so I can get more material (unless I decide to just desig my own civilizations, wild monsters and final bosses)

Earl William
2011-07-20, 04:27 PM
How are high-elves different to humans?

Jjeinn-tae
2011-07-20, 04:29 PM
How are high-elves different to humans?

Just random flavor, there aren't specifically any rules for them.

Incorrect
2011-07-20, 04:30 PM
You, Sir, make a great and enjoyable "let's play", and I thank you.
A fantastic read so far.

Xefas
2011-07-20, 04:47 PM
Just random flavor, there aren't specifically any rules for them.

This. I just liked the idea of High Elves moving in to an "elemental nexus" where a great river and a volcano intersect each other (and, arguably, an entrance to the Underdark could be 'earth' aligned, as it reached into the core of the world).

Also, thank you everyone for the continued kind words and encouragement. :smallsmile:

I'm thinking of maybe doing a homebrew Civ for this game (and maybe some other related stuff in the process). I'm not saying 100% that it'll get done, but on the off chance I have time, would you all prefer to see:
1) Kobolds
2) Goblins
or
3) Gnomes

Jjeinn-tae
2011-07-20, 04:58 PM
This. I just liked the idea of High Elves moving in to an "elemental nexus" where a great river and a volcano intersect each other (and, arguably, an entrance to the Underdark could be 'earth' aligned, as it reached into the core of the world).

Also, thank you everyone for the continued kind words and encouragement. :smallsmile:

I'm thinking of maybe doing a homebrew Civ for this game (and maybe some other related stuff in the process). I'm not saying 100% that it'll get done, but on the off chance I have time, would you all prefer to see:
1) Kobolds
2) Goblins
or
3) Gnomes

Did you fudge the dice rolls a bit for the creatures that came in? The ones you got seemed a little too perfect for the setup.



As for your question, I like all three, though I think goblins probably are the most important for a Dwarf Fortress-esque game... Demons have an infighting mechanic that might make sense for the goblins when things don't go their way.


Think I might try and wip up a civilization myself too.

NowhereMan583
2011-07-20, 05:03 PM
1) Kobolds
2) Goblins
or
3) Gnomes

I was actually thinking about working out some homebrew rules for kobolds... I'd love to see that. (Especially if you post what you come up with.)

There should be some special rule for how kobolds deal with dragons, I think, but I can't work out how it should be formulated.

Zejety
2011-07-20, 05:05 PM
For anyone who bought the $5 document:

Is there a lot more content than in the free version? If one reads the FAQ as written it only has the Demons as an additional civilization and that's that.

Earl William
2011-07-20, 05:11 PM
Is there a lot more content than in the free version? If one reads the FAQ as written it only has the Demons as an additional civilization and that's that.

From Xefas's dungeon it seems it has rules for flooding as well as new monsters (Aboleths & Devils)

And a vote for kobolds.

Sebastrd
2011-07-20, 05:16 PM
1) Kobolds
2) Goblins
or
3) Gnomes

Gnomes, definitely. They never get enough time in the spotlight.

Xefas
2011-07-20, 06:01 PM
From Xefas's dungeon it seems it has rules for flooding as well as new monsters (Aboleths & Devils)

Did you fudge the dice rolls a bit for the creatures that came in? The ones you got seemed a little too perfect for the setup.
I haven't fudged the dice. I have, however, changed some monster names. Instead of "Outsiders", I named them "Devils" - same rules, different name. Instead of Rakshasa, I had it as an Aboleth, because there wouldn't be a sensible way for a Rakshasa to have made it into the Dungeon. Still using the same rules as a Rakshasa. For the Fire Elementals, I got Magma Sprites, and I just think "Fire Elemental" sounds cooler. I did fudge their location slightly. I moved them an inch or two to the left to avoid filling the dungeon with yet more lava.

I think, with other homebrew, I may formulate some extended tables for the monsters. So, for instance, if you roll a "2", you pick the most appropriate among, say "Goblins, Merfolk, Fire Beetles, and Skeletons", all of which use the same rules. And then, if you roll a "9", you pick among "Rakshasa, Aboleth, Fire Giant, and Ghost", all of which use the same rules. Stuff like that. Just ways to add more variety.

(edit: I also did this a bit in the first playthrough. I rolled an Owlbear, but I wanted to use Lord Vampyre's name, so I made it a Vampire instead. Same rules.)



Is there a lot more content than in the free version? If one reads the FAQ as written it only has the Demons as an additional civilization and that's that.

You get the Demon Civilization, the Alpha Villain, a "Minor Features" table (which I'm going to be using later), some guidelines for water and magma flow, a set of alternate base worlds you can use, improved formatting/page design, and possibly a few rules clarifications and cleaning of text.

Earl William
2011-07-20, 06:50 PM
a set of alternate base worlds you can use
Like what?

Xefas
2011-07-20, 07:02 PM
Like what?

Well, there's an optional rule that, at the beginning of the Primordial Age, you roll a d12 on a table of alternate worlds. To give an example, #11 is "Hollow Earth". Basically, the top and bottom of the page is "open", and in the Age of Monsters, a second "Surface Kingdom" is generated on the bottom, upside-down, as they are a second civilization that lives in the center of the earth (what do they call that...a Dyson Sphere?). Adventuring parties can be generated from both sides, and will both simultaneously explore the dungeon between them and, if the two sides meet, they will war with one another along with whatever monsters/villains happen to be around.

Sebastrd
2011-07-20, 07:08 PM
Thanks to your journals here, I just went and ordered the game, plus an unrelated map pack. You're good advertising. :smallbiggrin:

Jjeinn-tae
2011-07-20, 07:08 PM
Like what?

Mountains, a rift, hollow worlds, pocket world (pretty much a small asteroid really), magma domes.... Things of that nature, there are 12, and for the most part its pretty simple, only 5 of them have their own rules. Hollow world seems interesting though... Two opposing surface kingdoms (one above ground, one on the other side of it).

averagejoe
2011-07-20, 07:13 PM
(what do they call that...a Dyson Sphere?)

A Dyson sphere is a cluster of artificial satellites that would theoretically orbit a star and collect nearly all of its energy. A Dyson shell is a solid sphere built around a sun for essentially the same purpose. I dunno what people call what you're talking about. A hollow world, probably.

This is neat, and a process that's rather instructive to anyone interested in dungeon design.

Neon Knight
2011-07-20, 07:18 PM
Very nice. I like all the refluffing you did to make the set-up better. Here's hoping that what follows is either wacky, epic, or some combination of the two.

Xefas
2011-07-20, 08:18 PM
A Dyson sphere is a cluster of artificial satellites that would theoretically orbit a star and collect nearly all of its energy. A Dyson shell is a solid sphere built around a sun for essentially the same purpose. I dunno what people call what you're talking about. A hollow world, probably.

This is neat, and a process that's rather instructive to anyone interested in dungeon design.

Ah, thank you for the clarification. Dunno where I got that term, as I don't think I've ever heard of such a thing before.

----

Before we continue, I messed up slightly with the last map. It doesn't have any unforeseen consequences on the actual gameplay, but the map was wrong. There was meant to be one leftover "T" per city, and one leftover wandering monster which are descendants of leftover slave beasts from the Drow days "B", in each city. So, if new "T"s and "B"s show up on the next map, (and if anything gets in a fight with some Slave Beasts) that's why. They wouldn't have acted last turn, so that's why I say it would'nt have effected the update itself.

Emanations
So begins the first year of Observation.

OB 1
A Cave Giant stalks the dried tunnel leading to the Supernal Falls. It digs out a small lair for itself.

The High Elves proliferate, tilling fields stacked upon an ancient crevice where forgotten monsters have awoken, and begin to hunger.

The Fire Elementals explore, discovering the Dark Shrine near their home. The madness of blasphemous deities lingering among the relics calls to them, but their nature as primal forces of flame incarnate prevent them from being perverted. Everything that can be burnt or melted is destroyed utterly. The desecration upon this place is cleansed in purifying fire.

The Devils call more of their forces from beyond the Warp and expand their influence.

With no suitable prey nearby, the Aboleth moves upward in the dungeon and forms a new lair.

The Primordial Beasts that lay beneath the High Elven citadel rise up and lay waste to the keep. The Elves fight valiantly, but their magics have a difficult time effecting creatures that existed before even such unfathomably ancient concepts were made. In the end, both sides lay ravaged, the ten-thousand mouths of the Hungering Legion lay agape, seeping their vile ichor upon the earth. Only the Elves in the outlying farms survive.

Denizens:
High Elves [H] (Surface Race)
Elementals [E] (Delvers)
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Slave Beasts [B] (Wandering)

http://i.imgur.com/1OJZl.png

Xefas
2011-07-20, 09:48 PM
Let me just say that Cave Giants are probably the single scariest monster you can possible generate in the game. They start with only one unit, unlike other Breeders. However, each unit counts as two units for the purposes of conflicts. And, the scary part is that they expand by one unit every turn, just like a normal Breeder. So, their force grows in strength at ludicrous speed and requires half the treasure it usually takes to support that strength. Add on top of that the fact that since each unit is considered two units, they are basically immune to Wandering Monsters.

If these Giants manage to swipe a treasure from the Devils, I can easily see them running away with the game until the Age of Villainy dawns. And maybe even after that.

Emanations
OB 2
With the Dry River opened by the Cave Giants, it would seem other subterranean dwellers have begun to explore its length. A tenacious band of Goblins scurries forth, only to unknowingly breach the lair of the Cave Giants. Their death screams echo through the cavernous halls.

A few foolish souls from the High Elven farms venture into the caves which previously held the Hungering Legion, in the hopes of clearing out any remaining threats. They find nothing. With the threat confirmed to have been removed, new High Elven migrants repopulate the citadel. The caves are connected and claimed; a nominal patrol is scheduled there at regular intervals, just to quiet the locals' fears. The new migrants give the burgeoning city its first official name: Fhaolan. A word of fortitude. In this case, both compliment and dire hope for the future.

The Fire Elementals meet with a pack of what might have once been Dark Elven Slave Beasts. Their far descendants, these have become blind in the darkness of generations past and fall easily when confronted by these beings of light and flame. Still, they do not go down without a fight.

The Devils call forth more forces from the Warp, only to sacrifice them against the remaining slave beasts lurking their halls. An acceptable loss for them, I'm sure. Along the way, they stumble upon a Dark Shrine. Perhaps the evil radiating from this place is what drew them here to begin with. They recover the unholy artifacts held within, and whatever passes for elation among their kind sweeps over them.

The Aboleth has become aware of the Fire Elementals. Whether out of cruelty, or a want of their treasures, it destroys the block keeping water from flooding one of their lairs. The resulting cataclysm of steam and volcanic rock quenches the elementals caught in it.

More terrible Cave Giants are attracted, and their crude lair is expanded upon. Seeking a way around the Supernal Falls, they begin to slowly bore a shaft downward towards the dungeon.

Denizens:
High Elves [H] (Surface Race)
Elementals [E] (Delvers)
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)

http://i.imgur.com/7cW40.png

OB 3
Some wandering monsters have entered the dungeon. An exiled wizard from Fhaolan has set up shop in the caves under the city, with his pet Mimic. And it would seem a significant force of skeletons has been awakened by the Devils' tampering.

The Elves expand.

More Fire Elementals are called forth from the heart of the volcano. Bolstered, the group attempts to hunt the Aboleth. Their pursuit is short lived, and after a series of clever illusions and traps sends a number of elementals careening into the water, they retreat.

The Devils burst into the sealed tomb and are unsurprised by the horde of undeath opposing them. Casualties are exchanged, and their domain grows.

The Aboleth uses its potent psionic powers to tunnel through the cooled volcanic stone and acquire whatever planar treasures it had sought.

The Cave Giants continue to dig and expand their populace.

Denizens:
High Elves [H] (Surface Race)
Elementals [E] (Delvers)
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Exiled Wizard [W] (Wandering)
Mimic [M] (Wandering)

http://i.imgur.com/K4OaU.png

Xanmyral
2011-07-20, 09:58 PM
From the sounds of it, the demons are gonna get whipped. So, you are probably right about the cave giants killing everything. They sound more like they should be wandering monsters then breeders.

Xefas
2011-07-20, 10:58 PM
For this turn, my random event was "New Breeders", and then I got a 12 on the roll. Typically, when I get this, I just hand-pick one of the other options. But you also have the option to "Make up your own and write it down for future use." So, here's my new Breeder (tell me what you think!):

Kuo-Toa: If there is water on the map, setup these monsters at the closest aquatic location to where the die lands, rather than the closest room, digging rooms as needed. On their turn, if they have at least one white bead and access to a submerged room at least one bead in size, they will convert both into a Shrine of Dagon. The treasure in a shrine is still looted as normal.

(Although, of course, after writing up the rest of this update, their only treasure ended up getting stolen immediately and so they haven't gotten to actually use their special ability.)

Emanations
OB 4
It would seem a pilgrimage of Kuo-Toa has arrived from the Underdark. These grotesque fish-men worship the tentacled demon prince, Dagon.

The High Elves expand.

Rather than continue the futile hunt for the Aboleth, the Fire Elementals simply allow their numbers to grow, and proceed to seize the Great Temple, along with its riches.

The Devil call upon more forces and grow their domain, removing one of the ancient barricades in the process. They are met with a thunderous waterfall and angry fish people. The Kuo-Toa are no match for the Devils' superior numbers, and are unprepared for their foe's Outsider nature. Outsiders, of course, do not require food, sleep, or breath, and are thus incapable of drowning. The Kuo-Toa are driven off, and the Devils seize their demonic treasures, which they purify with the power of Order.

The Aboleth digs out, floods, and procures more of the Elementals' territory and treasure.

The Cave Giants finally breach the Devils' domain. The disciplined phalanxes of the infernal host are forced into retreat by the sheer brute strength of the Giants, who pillage some abandoned loot for themselves.

Zejety, the exiled wizard, sees a wonderful opportunity when it presents itself. The water flowing into his cave does not directly connect with the nearby magma. The magma does, however, heat the water. With a little sculpting magic, he forms a series of Hot Springs for himself and his pet mimic, Nomins, where he spends his days languishing in serenity.

High Elves [H] (Surface Race)
Elementals [E] (Delvers)
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Exiled Wizard [W] (Wandering)
Mimic [M] (Wandering)
Kuo-Toa [K] (Breeders)

http://i.imgur.com/pNWPb.png

Fhaolan
2011-07-21, 12:09 AM
Nah, the Fhaolan High Elves will take them all... if they ever manage to find the dungeon as such. That river in the way is a bit of problem. :smallsmile:

Crossblade
2011-07-21, 02:29 AM
Is the tunneling through resulting rock from water and magma in the full game rules? And is water-magma in the rules itself also?

Xanmyral
2011-07-21, 02:35 AM
Seems that in order to stomp the giants out, someone is gonna need about... Eight population to assault them. If the precedence that one giant population is worth two other race population. If the High Elves keep building up, they might actually be able to destroy them if they strike after the giants smash the demons.

Xefas
2011-07-21, 03:56 AM
Is the tunneling through resulting rock from water and magma in the full game rules? And is water-magma in the rules itself also?

I'm improvising in that department. There are very basic rules for water and magma, but nothing about mixing the two or what to do if you do. In fact, I don't even know if water and lava work like that, other than that's how it works in Minecraft. :smalltongue:

Basically, I rolled that the Aboleth killed one of the Fire Elementals. Except, one, Aboleths don't do so well out of water. And two, Elementals are immune to mind-control stuff, which is the Aboleth's forte. So, I was thinking of other ways it could get aggressive. The chamber-flooding idea hit me, and it was cool, so I went with it. Afterward, I rolled that the Aboleth won some treasure off the Elementals. Well, the only way that would happen is if the Aboleth could somehow tunnel through the volcanic rock. So it did. Simple as that. There are no rules for it - it's just the best thing I could think of.


Seems that in order to stomp the giants out, someone is gonna need about... Eight population to assault them. If the precedence that one giant population is worth two other race population. If the High Elves keep building up, they might actually be able to destroy them if they strike after the giants smash the demons.

It's possible. It's also possible, entirely within the rules, for the Devils to hold the line, force a retreat, steal all the Giant's money, force them to fracture into two warring factions, and then pick the both of them off in the ensuing civil war all by themselves. Not very likely, but still.

Most likely, we're just gonna see a lot of Cave Giant facerolling in the near future.

edit: Aw man, I just had an idea. I wonder if I can make this map in Minecraft.

Mercenary Pen
2011-07-21, 08:28 AM
Is it me or have some of the room outlines in the Aboleth/Elementals area changed colour to the same as the background colour?

Excellent dungeons being created here- just thinking on whether I should look into this (or just have a go at working up something similar myself) for a bit of fun...

Grytorm
2011-07-21, 09:34 AM
Whats the T in the Elven caves stand for?

Edit
Sorry, I figured it out. It is treasure. Stupid me. Although it kind of makes me want to make a dungeon based war game. Also a lot of factions had really great setups. Both the Devils and the Elemental had about four pieces of treasure in reach. Also the Aboleth is shaping up nicely, if he uses Raksasha rules about treasure bonuses then he will end up with around seven or eight strength at lest.

Friv
2011-07-21, 10:13 AM
Alright, while this continues, I decided to try out something a little bit stranger - namely, seeing how well I can adapt this, using only name changes, to a non-D&D dungeon.

So here we go, with my attempt at an Exalted version.

From the logs of Hranan, Anklok Paragon

The journey was long and hard, but now it is complete. Led by our divinings, we have come to this barren land of sand and rock in search of jade and riches with which to forge a new land for our people. Much of the world is not what it was. I fear that I will never see the spires of Shakanzar again, but such is my lot. Let this city rise above those of our forefathers, and may my incarnations come to love it as I hope to. Dug beneath the stone, it will be a place of glory and of learning.

We have begun to tunnel in the place deemed most auspicious by our prayers. May the Unconquered Sun bless our endeavors, and lead us to glory, in our new home of Xefas.

Colony of Xefas
Age of the Dragon Kings, Year 0
http://i.imgur.com/YNQ3l.png

Notes: Dragon Kings are basically dinosaur people. I am currently using them in place of the dwarves; I considered mountain folk, but they would burrow up rather than down, so Dragon Kings it is. Mithril has been swapped out for Jade, a rare and magical material in the setting.

Also, based on my early rolls, this civilization is going to expand like a boss. I'll be using the "10 years per roll for the Age of Civilization" to give it some kind of feel of time passing.

Friv
2011-07-21, 11:13 AM
From a letter written by the Dragon King sage Grytorm, to his friend Xanmyral

I am sorry to hear of the happenings in Shakanzar. You must come here, and witnesses the wonders we are working! While our other cities lapse into decay, Xefas is growing steadily - we have fortified our surface tunnels in case the Terrestrials take offense to our projects, but I do not forsee difficulties. Our mines continue to produce quality jade, and I have recently overseen the construction of a series of workshops to best make use of our bountiful resources. While some fear that we are coming to the end of our mining operations, I believe otherwise. The Sun will provide, and Xefas will continue to grow.

Year 10
* The Dragon Kings collect treasure and grow in numbers, and then open a new mine.
Year 20
* The Dragon Kings collect treasure and grow in numbers, and then open a new mine. Workshops are built to the east.
http://i.imgur.com/SvBAx.png

Xefas
2011-07-21, 11:16 AM
Is it me or have some of the room outlines in the Aboleth/Elementals area changed colour to the same as the background colour?

Oops, sorry. It's supposed to be dark red, but I guess it blends in a little too well with the brown that I made the ground. I'll see if I can make it stand out more.

Also the Aboleth is shaping up nicely, if he uses Raksasha rules about treasure bonuses then he will end up with around seven or eight strength at lest.

Ah, it turns out that Rakshasa were one of the things changed in the full rules. Instead of +1 per treasure, they get +1 total after they've acquired two or more treasure. Since they went about nerfing stuff, I'm wondering why the Cave Giants didn't get some kind of adjustment. :smallsigh:

edit:

Friv's Stuff
This is awesome, by the way. So, will the Great Disaster actually be fallout from the Primordial War?

Neon Knight
2011-07-21, 11:47 AM
Note to self: meddle not in the affairs of giants, for they are hardcore.

Unfortunately, with a name like Neon Knight, I'm probably going to end up christening some luckless adventurer and end up meeting said giants.

Friv
2011-07-21, 12:34 PM
Most likely, we're just gonna see a lot of Cave Giant facerolling in the near future.

I'm rooting for the aboleth. ;)


This is awesome, by the way. So, will the Great Disaster actually be fallout from the Primordial War?

It'll really depend on what disaster I roll. I'm being deliberately vague about the time period the Dragon Kings are doing this in is - if I get the Plague, for example, it'll practically have to be the Great Contagion. Otherwise, it'll probably be a Primordial War thing, yeah.

Speaking of - My next two posts are for three years each, because this is, as previously mentioned, a very quiet Age of Civilization. Then I'll have a final post for the last year and its attendant disaster.

From the Annals of Xefas, The Shining Colony - A History

The years wore on, and the mining colony of Xefas continued to grow and prosper. Over the course of three decades, they exhausted the jade deposits closer to the surface, and continued to dig. While they did not discover more of the magical material, they did find something nearly as precious - gold, the metal most aligned with the harmony of the Unconquered Sun. The presence of gold was taken as a sign that Xefas had been chosen for glory, and new Dragon Kings flocked to the city - not just the anklok, but entire colonies of raptok drawn by the lure of a holy mine. They took over the older mines, building their homes in the walls that had provided the city with its first riches, and constructed a great gathering place in the west, where the people of the Dragon could meet and discuss. The workshops worked night and day, producing wonders that were sent to the people of the fledging town or stocked in the ever-growing storerooms for later use. Xefas prospered.

Years 21-30
* The Dragon Kings expand their mines, and grow in numbers. A Great Hall is constructed.
Years 31-40
* The Dragon Kings exhaust their supplies of jade, and dig down in search of more. They discover gold instead, expand their mines, and grow in numbers. Old mines are converted into barracks.
Years 41-50
* The Dragon Kings expand their mines westwards, following the gold seam. They grow in numbers, and expand their Great Hall.

Xefas, Year 50
http://i.imgur.com/LWcI0.png

Friv
2011-07-21, 01:53 PM
Well, now that we're almost done, I went ahead to find out what the disaster will be.

The dieroller is being really weird today, that's all I'm saying.

From a letter written by the Dragon King sage Grytorm, to his friend Xanmyral, in the 81st year of the City of Xefas

My friend, it is good to hear from you. I hope that my letter finds you well. I wish I could say that all is well here, but I cannot.

Something dark is stirring in the heart of Xefas. This should have been our proudest years. With our population growing, we have expanded our city commons, building a great Hall of Records to record our exploits. We have petitioned Shazenkar to be recognized as a true city, and our wish was granted. New veins of jade have been discovered below the city's streets, and our miners work day and night drawing new wealth for our people.

But something is wrong. Citizens are vanishing, and their souls have not returned to the Cycle. We have brought the matter to the Paragon's attention, but he is blinded by wealth and believes that some citizens have merely set off with their profits for other lands. I have heard rumours of a great chamber constructed somewhere in the depths of the caverns, where rare and magical artifacts are being hidden - to what purpose, I cannot imagine.

I am growing old, my friend, old and tired. I witnessed the birth of Xefas, and believed that it would stand for a thousand years. Now, I am less certain. May the Sun bless us in our hubris, and guard us from evil.

Years 51-60
The Dragon Kings expand westwards, discovering new jade supplies. New population centres and treasuries are built. The Hall of Records is built underneath the Great Hall.
Years 61-70
The Dragon Kings expand southwards, discovering new jade supplies. New population centres and treasuries are built. The City of Xefas is founded.
Years 71-80
The Dragon Kings expand further southwards. New population centres and treasuries are built. A secret treasure room is created.

Xefas, Year 81
http://i.imgur.com/h3v5T.png

Lord Vampyre
2011-07-21, 02:55 PM
I have to admit that what you've laid out, seems rather amazing. Based on the first run through, I would probably be willing to buy the game. The second run through seems to be turning out even better. However the introduction of the river and the magma could have been rather problematic, but seems to have been handled well.

Now, I'm curious besides you admitting that you've fudged a few of the placements and creature selections, how much control do you have in the game? Are the events all completely random or do you get to make a few decisions with the dice telling you how those decisions played out?

I'll have to take a look at the demo next week.

Friv
2011-07-21, 03:48 PM
Now, I'm curious besides you admitting that you've fudged a few of the placements and creature selections, how much control do you have in the game? Are the events all completely random or do you get to make a few decisions with the dice telling you how those decisions played out?

I can field that. It's mostly random, but you decide which way your civilization is building within certain guidelines, so you can steer them towards or away from danger early on. And, of course, if you really don't like a roll, you can reroll it. It's a resource, after all, not a straightjacket.

Speaking of resources, it's time to end the age of civilization and begin the Monster Age.

From the Crossblade Auction House, Gem, auction of the 15th of Ascending Fire, R.Y. 750

The following voice crystal was found several hundred miles north of here, near the village of Zejety. It has been verified as an authentic Dragon King artifact, and contains the last words of the Dragon King sage Grytorm. A sample has been translated below. This crystal may contain knowledge of the lost Dragon King city of Xefas, believed to be undisturbed to this very day.

"So falls greatness. I look through the window at the burning cavern of Xefas, and I watch as we destroy ourselves.

The great war against the Creators has shattered our city. A new breed of human has risen with incredible powers, and they side with our Sun against the existing order. Our people have declared for them, and our soldiers marched to war, but they have left this colony vunerable, and the enemy has attacked. I am activating our final defenses, as the Jjeinn-tae overrun our city. Perhaps some of us will survive, hidden in the corners of our glorious town. Perhaps not.

I find that I cannot bring myself to weep for the devastation that will be caused. They have invaded my home. I helped to raise it from the stone, and now I will return it there."

Year 86 of Xefas
* The Primordial War comes to Xefas. A Primordial race, the Jjeinn-tae, attacks the Dragon Kings en mass, and the Dragon Kings respond with all of their power, sending terrible energies through their caverns and killing almost everyone. The only survivors soon degenerate into stalkers, losing their sentience and roaming the halls of the fortress.

Moving Along
* A small colony of the Jjeinn-tae survive the devastation, but are twisted and warped by its power. They lurk in the lowest levels of the ruined city, gathering the courage to enter it as its dark magics slowly fade.
* A colony of earth elementals, drawn by the rich scent of jade, makes its way into the city from the west. They begin to set up their own court.
* A rogue god, Varash the Neon Knight, is banished from Heaven for cultivating mortal worship without permission. Furious, he takes up occupation in the ruins of the Dragon King city, imagining that new worshippers may yet come to him.

Lost Xefas, Monster Year 1
http://i.imgur.com/QDlxW.png

Quick conversion / process notes:

So, when I rolled for the civilization's destruction, I got a "roll on Primordial events" result, which resulted in natural caverns, which resulted in new Primordial creatures + fate destroying the civilization. So those primordial creatures are now angry dinosaurs.
The earth elementals are refluffed Tunnel Wyrd Breeders
The darkspawn, Jjeinn-tae, are refluffed Duergar Delvers
The god is a refluffed Ogre Mage Alpha Predator.
The humans are surface dwellers, no surprise there.

This is going to be interesting.

Mercenary Pen
2011-07-21, 05:39 PM
Both plays are looking good from where I'm sitting... Wondering about trying to put together a playthrough based on D&D4e if and when I get one off the ground.

Honestly I'd say at least half the awesome comes from having people who are willing to have fun with the fluff.

Grytorm
2011-07-21, 06:35 PM
Cool, I am a sage king. My money is on the Darkspawn, they popped in the middle of the mithral ore and will stumble upon the gold. By the time the god reaches them they will be shaping up nicely.

Cieyrin
2011-07-21, 06:53 PM
Cool, I am a sage king. My money is on the Darkspawn, they popped in the middle of the mithral ore and will stumble upon the gold. By the time the god reaches them they will be shaping up nicely.

Except the Mithral is Jade, the magical material of choice in Exalted, but yeah, the Darkspawn are well set.

Ksheep
2011-07-21, 07:03 PM
Cool, I am a sage king. My money is on the Darkspawn, they popped in the middle of the mithral ore and will stumble upon the gold. By the time the god reaches them they will be shaping up nicely.

I don't think the monsters can mine. They can only take what has already been made by the past civilization, unless I'm misunderstanding something somewhere.

Xefas
2011-07-21, 07:29 PM
I don't think the monsters can mine. They can only take what has already been made by the past civilization, unless I'm misunderstanding something somewhere.

Delvers will actually mine ore and build rooms like a little mini-Civ if you have ore about. Both my maps had no ore left after the Civ Era.

Neon Knight
2011-07-21, 07:40 PM
* A rogue god, Varash the Neon Knight, is banished from Heaven for cultivating mortal worship without permission. Furious, he takes up occupation in the ruins of the Dragon King city, imagining that new worshippers may yet come to him.


Well, being a god in Exalted isn't the worst hand to be dealt. Sure, an Exalt who gives a damn about it can probably kick my ass, but other than Sidereals or uppity Dragon Bloods punching me in the name of justice, I have relatively little to worry about. With a name like Varash the Neon Knight, though, I wonder what I am a god of. Glowstick raves?

Welp, god-me, break a leg.

Xefas
2011-07-21, 07:52 PM
Glowstick raves?

Damn! I'd already planned to use that joke in the first adventuring party that shows up. The Neon Knight, with X amount of Bards that just follow him in the background, with their magic lutes that produce pulsing lights and rave music to fill the dungeon with. His weapon of choice would, obviously, be a Brilliant Energy Greatsword.

edit: Also, as a heads up, expect very few, if any, updates from me until Monday. I'm gonna be swamped with work, which is just the nature of my current professional situation - some days I got nothin', some days I got everything. But, in the meanwhile, I expect Friv (and any others who wish to jump in) can keep everyone entertained. =)

Friv
2011-07-22, 10:17 AM
Okay, first a minor edit. I had noted that darkspawn were filling the lower reaches of the city. This is not correct. Darkspawn are the monsters from Dragon Age. Darkbrood are the monsters from Exalted.


Well, being a god in Exalted isn't the worst hand to be dealt. Sure, an Exalt who gives a damn about it can probably kick my ass, but other than Sidereals or uppity Dragon Bloods punching me in the name of justice, I have relatively little to worry about. With a name like Varash the Neon Knight, though, I wonder what I am a god of. Glowstick raves?

Varash was one of the three Prismatic deities of the Bureau of Seasons, in charge of deploying light-based martial weather. This was a better deal in the Primordial Age, when rainbows were just lethal.

Lethal. :smallannoyed:

And yeah, Exalts are going to wreck anyone's day. They're more Final Villain territory than monster in the dungeon, though.


My money is on the Darkspawn, they popped in the middle of the mithral ore and will stumble upon the gold. By the time the god reaches them they will be shaping up nicely.

Yeah, they've got a good shot at this. I'm eyeing those elementals, though. They are placed well.


But, in the meanwhile, I expect Friv (and any others who wish to jump in) can keep everyone entertained. =)

I'll see what I can do.

From a report from an earth elemental to the god Cieyran of the Bureau of Seasons

I do not think you have to fear the Neon Knight's return any day soon, my lord. Although he has located Lost Xefas, it is not proving as easy to loot as he clearly hoped. Instead, he has spent the last year embroiled in a running war with a tribe of wyld mutants who entered the tunnels fleeing from the expanding humans above - a war which he is winning, but which provides him with only marginal profits. Even if he succeeds in crushing them, he will find himself faced with the darkbrood who lurk in the caverns below, and they are finding new veins of jade to mine and building their forces. They will not be easy prey.

The Knight also encountered some of Xefas' former residents, the stalkers who were once Dragon Kings. They proved no challenge to one of his might.

In the mean time, our own court grows stronger. We have begun digging additional tunnels in our search for the treasures of the Dragon Kings, and are taking root. Perhaps, within a few years, this area will be known as the Elemental Court of Xefas, no?

Year One Of the Monster Age
* A new breeder group appears - wyld mutants (using the Cave Giant rules). They're stuck between two existing groups, so they're in for it.
* The humans on the surface grow in numbers, and build a farm.
* One of the two stalker groups is destroyed by the rogue god.
* Varash encounters the wyld mutants, and forces them to pay tribute to him.
* The earth elementals take the treasure of the Hall of Records, and begin expanding north and east.
* The darkbrood start mining, boosting their power.
* The Wyld Mutants grow in numbers and expand in all directions. They meet Varash again, but even their newfound strength doesn't win the day for them. Then they die out, because they have no treasure. Talk about a flash in the pain.
http://i.imgur.com/AuuR5.png

Friv
2011-07-22, 01:05 PM
A Report From Commander Ksheep of the Fifth Mountainfolk Legion, to his superiors

My scouts pursued signs of the Jjeinn-tae through the tunnels, only to discover that they have risen through the underground and returned to the lost Dragon King city of Xefas. My lords, I cannot in good conscience recommend war upon the darkbrood at this time. They have grown strong in their home, and their attention is focused upwards; at least, we have made them fear the dark. I have petitioned the spirits as to the state of these caverns, and find that they are full of strife; earth elementals and recently-arrived moleman are warring across the plateaus and caverns of Lost Xefas itself.

Further east, the last remnants of the Dragon Kings accidentally revealed an old shrine to their lord, the Unconquered Sun, before migrating westwards. There, they encountered a fallen god, who made short work of them before retiring to his sanctum, where he even now awaits the next fools to cross him. As the darkbrood spread upwards, they will of necessity become embroiled in these conflicts. If we were to invade, they may instead turn our way.

My lords, we have enough dangers to worry ourselves over. Xefas is not for us.

Lost Xefas, Year Two
* A shrine to the Sun is found
* The human town grows in size
* The stalkers migrate into the old workshops
* Varash finds and devours the stalkers
* The elementals continue to grow and expand
* The darkbrood mine the jade, and build another mine

http://i.imgur.com/eGfLi.png

Lost Xefas, Year Three
* A tribe of molemen finds its way into the old Dragon King colonies
* The human town grows in size
* The Neon Knight rests on his laurels, consuming one treasure
* The elementals spread into the city of Xefas proper
* The darkbrood exhaust their jade mining and gradually spread upwards
* The molemen expand into Xefas, coming into conflict with the elementals, and are defeated and forced to retreat

http://i.imgur.com/x8JKc.png

Friv
2011-07-22, 03:34 PM
Alright, last update for today - the Age of Monsters will resume tomorrow, at some point.

So, I have hit a weird spot in the rules. When Alpha Predators lose challenges, they flee, rather than dying. But they can reach a point where fleeing requires them to travel fairly far through the territory of the person who beat them. Or even where there is nowhere left to flee to.

I have houseruled that if an Alpha Predator is completely cornered, has no treasure, and is defeated, it is destroyed. On that note...


The demon Gervesin, the Grieving Lord, explaining his return to Malfeas

It seemed so good, at first. I was drawn by the feel of conflict, a place in need of a champion. I found myself in a cavernous city, surrounded by elementals of the earth and wyld-twisted humans, and attempted to present myself to the elemental-kin as an ally and a champion, a force they could wield against their enemies.

I was a fool. The elementals drove me out, heedless of the power I could give them, although I slew many in my rage at their disrespect for me. I traveled through the caverns, and watched as the mole people met with a fallen god, and were in awe, lending him their prayers and their offerings. I watched as, bolstered by success, he marched on the darkbrood and was forced to flee. I saw the ghosts of the dead settling into a long-forgotten chamber and making it their tomb. And I returned to the elementals, to make a final attempt at converting them. I failed, and they cast me back into Malfeas.

I was a fool. But they were more foolish still. When the darkness I can sense on the horizon arrives, they will wish they had my spear.

Lost Xefas, Year 4
* A demon invades the elemental courts, and is driven away
* The humans build another farm
* The elementals continue to expand, and gain more treasure. They then encounter their weakest neighbour, the demon (again). They push it to the edge of their territory.
* The molemen expand up and down. They meet Varash, and begin to worship him.
* The demon resumes attacking the elementals, who take a small amount of damage.

http://i.imgur.com/Gr4nA.png

Lost Xefas, Year 5
* A haunting takes place. No one really finds out.
* The humans build a fifth farm! They are now fully supported, and can begin exploring.
* The Neon Knight makes another attempt to convert the darkbrood, and is driven away.
* The elementals drive the demon right out of their terrain
* The darkbrood resume mining, following a rich vein of gold
* The moleman expand to the surface, leading to a fight that burns down a farm

http://i.imgur.com/gDTLe.png

Xanmyral
2011-07-22, 05:36 PM
Seems like the rogue god has a semi-decent chance of living, if he can continue to get the mole people support. Until the humans descend, however.

Grytorm
2011-07-22, 07:52 PM
Xefas? Have you abandoned the Drow dungeon?

Xanmyral
2011-07-22, 08:14 PM
edit: Also, as a heads up, expect very few, if any, updates from me until Monday. I'm gonna be swamped with work, which is just the nature of my current professional situation - some days I got nothin', some days I got everything. But, in the meanwhile, I expect Friv (and any others who wish to jump in) can keep everyone entertained. =)


Xefas? Have you abandoned the Drow dungeon?

Nah, Xefas is just caught up in real life. Happens.

Xefas
2011-07-23, 02:54 AM
Alright, I'm dead tired, but I figured I'd get one update in for today.

Emanations
OB 5
The High Elves have forged an Artifact of great power: Otacon, the Staff of Seventeen Stars. Smithed in volcanic fires by the light of the constellation Sebastrd, the Spiteful Crustacean, which had just risen into astrological prominence, and cooled in the waters of the River Supernal, it exudes arcane protections from heat and cold, and allows its bearer and their allies to survive in the most hostile of environments. It now waits for its rightful wielder in the Mage Vaults of Fhaolan.

They also expand their farms a bit.

The Fire Elementals attempt to channel their powers into releasing more of the volcano's fury, submerging more of the dungeon in burning magma. The Aboleth preempts their attempts with a hellstorm of psionic energy and forbidden magics. Their ritual irreparably disrupted, they seek revenge, only to be routed once more.

The Devils call forth a retinue of elite troops for what they see as the beginning of the end. The preparation for their final battle to hold this ruin. They charge the foothold the Giants have made into their territory, only to be soundly defeated.

Sensing its victory is at hand, the Aboleth makes a rare venture onto land, slithering grotesquely into the lair of the Fire Elementals. There, it surprises them, and makes short work of the remainder of their kind, extinguishing their presence entirely. As it leaves, it notes with cruel satisfaction the crude glyphs scrawled in Ignan, the tongue of Fire, upon the cavern walls that tell of the Elementals' struggle with the "Deep Horror". It then goes about claiming more of their now-abandoned treasure.

The Cave Giants continue to gather in what might possibly be the first instance of WAAAGH behavior witnessed outside of Ork society. The Devils keep to their regimented lines, too wary to advance. The Giants keep them running scared while tunneling around and seizing more of their unholy treasures.

Zejety the Wizard remains content to lurk in his hot springs.

The Kuo-Toa dare not face the Devils again, lest they suffer defeat once more. Instead, they venture further upward, where they cross paths with the dread Aboleth. This is a foe it is familiar with, and it has no trouble destroying their meager tribe almost to its last. The most promising few are kept as mind-slaves.

Whether a death-curse, or a byproduct of the unique ways in which the Aboleth no doubt engineered their demise, the former lair of the Kuo-Toa hosts a lingering stench that not even months of running water is capable of diffusing. It may remain forever.

High Elves [H] (Surface Race)
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Exiled Wizard [W] (Wandering)
Mimic [M] (Wandering)

----

Just for informative purposes, the Crude Glyphs and Awful Smell are both Minor Features, which are a table introduced in the full version of the rules. There's a list of 80 possible features, and you roll and add one every time a group of monsters is destroyed.

http://i.imgur.com/cYZBL.png

Sebastrd
2011-07-23, 11:23 AM
...the constellation Sebastrd, the Spiteful Crustacean...

I wonder which Greek god/goddess I ran afoul of to make that happen...:smalleek:

Ksheep
2011-07-23, 12:15 PM
I wonder which Greek god/goddess I ran afoul of to make that happen...:smalleek:

If I had to guess, I'd say Neptune/Poseidon

Xefas
2011-07-24, 05:23 AM
Urgh, so sleepy. Must sleep.

Emanations
OB 6
A horde of kobolds with a questionable grasp of self preservation sneak into the growing Cave Giant camps and ambush them as they sleep. For many hours, the battle rages. Until, as the light of dawn first began to peak over the horizon in the land above, the Giants awoke, realizing that tiny lizards had been hitting them with rocks for hours. At first they were amused, but the amusement faded with time, and the kobolds were ousted from their lair unceremoniously, dumped down into the halls of the Devils. Brimming with spite and anger from their losses to the Giants, the Devils showed no mercy in butchering the screaming vermin. The few survivors that managed to get away now cling to the fringes of the Devil territory.

The High Elves reach critical mass for their current dwellings.

The Devils continue to throw the full weight of their legions against the Giants, and continue to be ineffective.

The Aboleth makes an excursion onto land and collects the rest of the treasure left behind by the fallen Fire Elementals.

The Cave Giants continue their rapacious marauding of the Devil's treasuries.

Zejety the Exile remains slothful.

Denizens:
High Elves [H] (Surface Race)
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Exiled Wizard [W] (Wandering)
Mimic [M] (Wandering)
Kobolds [K] (Breeders)

http://i.imgur.com/lPxsX.png

OB 7
The Cave Giants band together and construct a grand Feasting Hall. Its tables tower many meters high, set with tankards as tall as a man, and decorated with countless gruesome trophies.

The High Elves' thirst for glory and want of forbidden secrets buried in the ruins rumored to exist beneath their civilization grows to great. A war-party is dispatched into the tunnels of the long-dead Hungering Legion.

There, they stumble upon Zejety, wild and unkempt; no longer recognizable as he once was. The party slays the banished mage and his pet Mimic, taking the exile's treasure for themselves, before returning to Fhaolan.

Utilizing the revenue from the inexplicably newly discovered Hot Springs, the Elves have a mighty trade city constructed. Many dwarves, men, and more exotic folk, flock to Grytorm and make it their home. Unfortunately, an excavation venture searching for possible precious metals in the earth accidentally breaks into the Dry River, dangerously close to the Cave Giant headquarters.

With their backs to the wall, and their reinforcements from Hell dwindling, the Devils make a power play against the Aboleth in the hopes of securing a possible escape route and some much needed loot. They lose some of their forces in the process, but manage to keep the Aboleth at bay long enough to swipe some treasure and beat a hasty retreat.

Ever the crafty one, the Aboleth feigns defeat, but swims around through one of the many side caverns that pock mark the dungeon. As the squad hauling the stolen loot marches by, the Aboleth disposes of them and retakes what rightfully belongs to it.

The Cave Giants grow ever more numerous and powerful. They capture more land and more treasure, leaving the Devils now starved. Not of food - for they need none. But with their valuables gone, the Duke of Baator that was once supporting them now sees little reason to continue feeding them reinforcements. It might be better to simply cut one's losses at this point.

The Kobolds attempt to flee the dungeon, but are hunted and cut down by the Devils, their bodies and souls bargained to dark gods for favor against the Cave Giants which will almost certainly be their demise. The only lingering sign of their pitiful tribe having ever existed is a small cavernous area, now chronically infested with rodents of unusual size.

Denizens:
High Elves [H] (Surface Race)
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Kobolds [K] (Breeders)

http://i.imgur.com/ARi45.png

Cieyrin
2011-07-24, 08:52 AM
Ooo, Elf/Cave Giant clash seems inevitable and they're of similar strength at the moment, slight advantage Cave Giants. This should be interesting, if the Elves send a warparty into Giant territory and can lay claim to some of their loot. Desperate pressure from the Devils may just swing it in the Elves' favor. Not knowing how combat works, I may be just musing idly but still, can't wait to see what occurs.

Immonen
2011-07-24, 09:15 AM
Ooo, Elf/Cave Giant clash seems inevitable and they're of similar strength at the moment, slight advantage Cave Giants. This should be interesting, if the Elves send a warparty into Giant territory and can lay claim to some of their loot. Desperate pressure from the Devils may just swing it in the Elves' favor. Not knowing how combat works, I may be just musing idly but still, can't wait to see what occurs.

We're all afraid of the Cave Giants, because each one of them counts as two monsters. In terms of power, it's 6:5 in favor of the giants. The Elves, barring insane luck, are going to lose this.

Eldan
2011-07-24, 09:38 AM
If the devils are still attacking the giants from behind, though, it looks more even, though.

Croverus
2011-07-24, 10:09 AM
That Aboleth needs to try flooding some of the upper rooms, maybe obtain that one treasure. Maybe it can force the Devils into servitude and prove a match for the Cave Giants. A press form below and above might prove a challenge for their might.

Mercenary Pen
2011-07-24, 11:06 AM
Time for another dungeon:smallamused:

Just as a disclaimer, I decided to go for a larger playing area, and set my map to the size of an A3 sheet of paper (297x420mm) therefore the map will be linked to rather than inserted on the page.


The annals of the dwarven clan chief Kharzad in the first year of his colony:

We finally struck gold this year, though many of us had been weary of the search here and wanted to move on to other seams that might be more favourable- indeed, I myself had considered taking work as a mercenary as a surer way to delve for riches and glory. Yet my honoured grandsire and the elders of the clan held us to the task, their auguries certain that we would find wealth in this place. Eventually, after two years of solid tunneling we struck gold, the efforts of my grandsire having driven him to a sickbed weeks before we struck gold, and the elders having chosen me to lead in his absence. It was the day we finally struck gold that he died, as if he had been hanging on only to prove that he was right.

The spring saw us call out to distant relations, hoping that they might join us to replace the mighty miners and workers of stone that we had lost, and some did, many of them distant relations of our clan.

With the summer, came the mining, and more gold was brought up from the depths beneath.

Much as we had hoped to begin mighty building works with the onset of autumn, our numbers were too few to entertain such this year.

With the winter, our thoughts turned to those we had lost, though unlike most dwarves, my Grandsire had wanted no tomb, preferring to be remembered as a worker. We left his workbench and tools in the main shaft where he worked whilst we delved for the first gold vein here.

map (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad1.jpg)

Sebastrd
2011-07-24, 02:44 PM
We're all afraid of the Cave Giants, because each one of them counts as two monsters. In terms of power, it's 6:5 in favor of the giants. The Elves, barring insane luck, are going to lose this.

True, but the way combat works, it may not be as lopsided as it appears. For every unit the cave giants lose, they lose 2.

Xanmyral
2011-07-24, 05:35 PM
If someone could stop up the supernal falls, it would drown the lot of them. Demons too. Probably air drown the Aboleth as well. ... Can the Aboleth air drown?

EDIT - I still say it's in the favor of the elves. They do have an artifact after all.

Croverus
2011-07-24, 05:47 PM
And finally got started! Meet the Dwarven Clan of Urgood Nraglin.

Journal of Oligurk Dwelis
Engineer of Clan Urgood Nraglin
Year 0 at Yveshrin Mine

"Day 1,
I was hesitant to come on this journey. The Clan has fallen on hard times and this is our last chance to turn our luck around. We have chosen a spot and begun digging down. I advised a barracks be built so we would not be left exposed on the surface."

"Day 6,
We continued to dig down, I was beginning to loose faith, but there are hints of something worthwhile nearby. The Miners are restless. If we don't find anything by tomorrow... I fear we may abandon this venture before it has even begun."

"Day 7,
What luck! Just when our hopes were failing the miners struck a gold seam. A mine has been constructed and some of the precious metal has been gathered already. We'll follow the gold as far as we can. Hopefully there are other sources nearby."

Began a Dwarven Civilization. They mined down, built a quick barracks, then continued down until they reached the gold vein. A mine has been built and Year 0 has been established.

http://fc07.deviantart.net/fs71/f/2011/205/f/3/how_to_host_a_dungeon__dwarfa0_by_croverus-d41j13b.png

Croverus
2011-07-24, 05:49 PM
If someone could stop up the supernal falls, it would drown the lot of them. Demons too. Probably air drown the Aboleth as well. ... Can the Aboleth air drown?

EDIT - I still say it's in the favor of the elves. They do have an artifact after all.

Aboleths are amphibious. They can breath air, they just are adapted better to water. But yeah, it'd flood most of the Cave Giants' area, and maybe the Devils. The Aboleth could also allow the water to spread. And colect that one unclaimed treasure.

Xanmyral
2011-07-24, 05:58 PM
Looking at the map now, the Aboleth can drown almost everything in the caverns if it blocks up the tunnels by the old drow noble houses.

Xefas
2011-07-24, 06:00 PM
Taking a short break to clear my head before getting back to work.

Emanations
OB 8
Somewhere down in the dank pits of the Devils' domain, life begins to grow. Perhaps some strange spore from the Underdark wafted upward to take root. Maybe the residual magics of the constant battling above catalyzed something. Whatever the case, terrible fungal beasts arise. The unwary might mistake them for the peaceful Myconids, and it is true they may once have been. But the dark nature that has blighted this land has transformed them into savage beasts. For lack of a better term, we shall call them Fungaliths. They possess intelligence and alchemical skill comparable to their cousins, and they use this to brew a fortune in reagents, poisons, and oils before being discovered by their Devil neighbors. The two groups are not content to live with one another, and in the end, the Devils oust them, driving them deep into the earth. Some of their works remain, however, and so the Devils bargain with their liege to maintain supply lines for at least a little longer.

The High Elves find a hidden watery passage from the subterranean Hot Springs leading into a flanking position with the Cave Giants. Having become aware of the impending assault with these overwhelming brutes, they attempt the dangerous and foolhardy task of exploring the River Supernal. After a few (negligible) men are lost to the crushing rapids, they retreat home, accepting that, when the Giants come, they will have to face them head-on.

Meanwhile, Immonen the Immolator, famed Pyromancer, sets up a tower on the side of the great volcano, in order to use its power to research more powerful explosive spells.

The Devils consolidate their forces, but remain passive.

The Aboleth floods more of the dungeon, and obtains further loot. If it becomes much more powerful, we may have serious competition in the coming age.

Feeling no more challenge in continuing their barbarous domination of the Devils, the Cave Giants burst forth from the ground, assaulting the city of Grytorm with full force. But the High Elves are ready. Militia conscripted from all over Fhaolan has rallied here. All of its soldiers have fortified themselves within its walls. Even the great Immonen stands with them.

The battle is fierce, and rages for many months. The body count is horrifying. Burning pyres lay stacked to trembling heights amidst the broken ruins of the city. The massive corpses of the Giants smolder in the streets, or else find repose in craters of their own making, struck with sword and arrow a thousand times each.

In the end, both sides are decimated. But while only a few fleeing refugees remain for the Elves, a single full, though battered, unit of Giants still stands. In the underground hall where much of the fighting took place, a lingering feeling of dread remains. Not just for the Giants, who can recall the fear that quaked inside of them when faced with those of the Little Folk wielding power they could scarcely imagine. But something else has seeped into that place. Loss, decay, perhaps the gaze of the God of Death? Anger, violence, perhaps the Blood God? None yet can say for sure.

But what we can say is that the Age of Monsters draws to a climactic close. We can guarantee the Age of Villainy shall host no mayhem as great as that, for our conquest shall be absolute. With our two greatest threats dealt with, it is time to reveal ourselves to the world, and choke it within our tentacled embrace.

Denizens:
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Fungaliths [F] (Delvers)

http://i.imgur.com/r1SR1.png

Ksheep
2011-07-24, 06:52 PM
Taking a short break to clear my head before getting back to work.

<SNIP>

Denizens:
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Fungaliths [K] (Delvers)


You note that the Fungaliths are designated by a K, but on the map it looks like they are F. You may want to fix that.

Xefas
2011-07-24, 06:54 PM
You note that the Fungaliths are designated by a K, but on the map it looks like they are F. You may want to fix that.

Thanks. It's fixed.

Croverus
2011-07-24, 07:24 PM
Journal of Oligurk Dwelis
Engineer of Clan Urgood Nraglin
Year 1 at Yveshrin Mine

Spring
"Our discovery of the gold vein has left everyone is positive spirits. Our numbers grow and we expand to a second barracks. A Room has been dug out to store our riches. We hope to continue to expand, following the gold's path."
Summer
"We expand the mines, the gold vein seems to steadily slope into the earth. I wonder just how deep it goes... In any case we will follow the gold in the years to come."
Fall
"Talk abounds of expanding out halls. However we do not yet have the manpower to perform such a feat. Till then we shall stay the course."
Winter
"I am glad to report we have had no accidents this past year. I hope to say the same for each year in the future. As always, Stay the Course."


Dwarves build a room to store Treasure. 1 Treasure is gathered and a barracks is built as 1 population is gained. A second mine is built. No other incidents.

http://fc03.deviantart.net/fs71/f/2011/205/c/8/hthad__dwarf_civ_1_year_1_by_croverus-d41ja3j.png

Journal of Oligurk Dwelis
Engineer of Clan Urgood Nraglin
Year 2 at Yveshrin Mine

Sping
"The mining operations are productive as ever. More gold is transferred into the store rooms and with the treasure a third barracks is dug out to make room for new arrivals. I've been told they wish to honor me with the title of Offical Records Keeper. Bah! I'm not some noble, ordering the creation of useless items and eventually doomed to be trapped in a room by disgruntled Dwarves. I am quite happy with my current role, thank you!"
Summer
"The mines continue to expand! They go deeper butthe slope is gradual. I am not worried of digging too deep, I have heard horrible things happen to other mines that went too far into the earth. Talk is that we have enough workers now to set up new rooms. I'm looking forward to the construction."
Fall
"The workshops have just been designed and are being worked on. I will set up shop myself in them and start on my old experiments. There were reports of strange rumbling through the walls. I doubt it is anything to be concerned with."
Winter
"We've gone another year with no injuries. The Great Xefas, God of Dwarven Luck, is certainly smiling upon us. Wehad a miner stub his toe with his own pick but he's doing fine. We expect more arrivals in the Spring. Stay the Course my Brothers!"


Dwarves gather another Treasure. They build a third Barracks as they gain 1 Population. The Mines are extended further into the Gold Vein. With a population of 3, Workshops aare built attached to the mines..
http://fc06.deviantart.net/fs71/f/2011/205/c/a/hthad__dwarf_civ_1_year_2_by_croverus-d41jc95.png

Nigel the Hobo
2011-07-24, 08:35 PM
Quick question, during the primordial phase, do you roll the d8 more than once? I didn't see a ruling in the pdf. is it a matter of preference or is there a rule?

Croverus
2011-07-24, 08:47 PM
It does say, roll the d8 and consult the table. Right before the table, the last sentence is, "Do this 3 times."

Nigel the Hobo
2011-07-24, 08:52 PM
It does say, roll the d8 and consult the table. Right before the table, the last sentence is, "Do this 3 times."

Gracias! I must be blind...

Xefas
2011-07-24, 08:58 PM
It does say, roll the d8 and consult the table. Right before the table, the last sentence is, "Do this 3 times."

Actually, it says "Repeat this process three times...", so I think that means a total of four.

Croverus
2011-07-24, 09:07 PM
Oh! I'm missing somehting then >.> I'll see what I get and see if I can sneak it in...

Croverus
2011-07-25, 01:54 AM
Journal of Oligurk Dwelis
Chief Engineer of Clan Urgood Nraglin
Year 3 at Yveshrin Mine

Spring
"I was recently appointed the the position of Cheif Engineer, since there are now several others engineers in the workshops. Gathering more gold we expand a new level of Barracks to accomadate more arrivals. In my new position I manage to get one of the best rooms."
Summer
"Our mines continue to grow. At the request of some of those skitish miners we have expanded in the other direction, though I'm curious what is making those occassional rumblings. The new Mine shouldn't expand too far."
Fall
"With such a great amount of income and so many workers to utilize, I have designed a Great Hall to be built. It is located above the barracks, and will be used to entertain emissaries. The Hall has been named Xanmyral, after the Dwarven God of Mead and Wealth. Soem of the treasure has been moved to the hall, a golden statue fashioned in the image of Xanmyral."
Winter
"I am impressed by our lack of incidents. I have heard stories of terrible fates and beasts destroying lesser mining colonies before they reach such grandure as ours. We shall, as always, Stay the Course."


Dwarves collect 1 Treasure, build a barracks and gained 1 Population. They mined out more of the gold vein, going west this time. A great hall was built and 1 Treasure was moved to it. Also, rolled mithral ore and they landed as shown. Only one is close enough for the dwarves to utilize in the next turn or 2.

http://fc03.deviantart.net/fs70/f/2011/205/a/8/hthad__dwarf_civ_1_year_3_by_croverus-d41kd8j.png

Journal of Oligurk Dwelis
Chief Engineer of Clan Urgood Nraglin
Year 4 at Yveshrin Mine

Sping
"Collecting the most recent ores even more migrants arrive, attracted by our success and word of the Great Hall we've built. Another Barracks is dug out for these new arrivals. They will be sent to the mines."
Summer
"Mining this direction has proved to be worthwhile, but reports indicate they will be unable to continue west. I suppose we shall start going back the other way, though miners are uneasy of the noise. Superstitious nonsense I say. I always tell them, 'Stay the Course Brothers.' Plans were made to extend the main shaft deeper."
Fall
"The plans proved uneventful. The main shaft has been extended deep into the earth. We have found nothing that way. I doubt we will. We should be getting a diviner in the next wave of migrants, maybe he can help me decide what to do. Rumor has it I'll soon be in charge of this whole operation. Xefas knows that our current leader, Cieyrin, would have pushed this mine to ruin without my advice."
Winter
"No notable injuries, again. As appreciative as I am, I fear that our luck may change. Xefas, if you are one to be appeased, please let us go at least one more year with no tragedy."


Another Treasure gathered, andother Barracks constructed and 1 more Population. Mined out more gold, but the edge of the map is essentially impassible stone. An exploratory shaft extends downwards with no findings, yet.

http://fc02.deviantart.net/fs70/f/2011/205/0/9/hthad__dwarf_civ_1_year_4_by_croverus-d41kddj.png

Xanmyral
2011-07-25, 02:46 AM
God of Mead and Wealth? I approve. I wonder if I menace with tankards instead of spikes... :smalltongue:

Kaww
2011-07-25, 07:36 AM
You do know that you may easily misread the content of the Fhaolan as letters in the year OB6? At first I read it as letters and thought "wait, what!?"

Xefas
2011-07-25, 08:01 AM
You do know that you may easily misread the content of the Fhaolan as letters in the year OB6? At first I read it as letters and thought "wait, what!?"

Oh. Oh wow. No, no, no, not my intention at all. I don't think I would have ever noticed that if you hadn't pointed it out. Even though it's just an innocent abbreviation, do you think I should edit the picture?

edit: I went ahead and changed it. Tryin' to keep my ears clean.

Kaww
2011-07-25, 08:04 AM
Well, I don't know if and how many people noticed it. Also if the mods haven't warned you yet I think you're OK.

EDIT: BTW keep up the good work. What you are posting here is fun to read. :smallbiggrin:

Mercenary Pen
2011-07-25, 09:58 AM
I'm pretty sure that Xefas has the Thought-Lord Cult as the arch-villains for the age of villainy on this run through, either run straight or re-fluffed as mind flayers of some variety...

Friv
2011-07-25, 12:50 PM
Three dungeons at once, seems like fun. Wish I could see Croverus' pictures, but my work blocks a lot of image sites. :( I'll have to wait till I'm home.

Xefas, I'm curious - I had read interactions as saying that monsters only encounter one human/elven settlement per year. Do the full rules have support for all-out war like the one you demonstrated, or was that a choice on your part?

And on to my dungeon:


Seems like the rogue god has a semi-decent chance of living, if he can continue to get the mole people support. Until the humans descend, however.
He's got a shot, yeah. The mole people will be busy getting their butts handed to them by all sides, so he's clear for now. And since I'm pretty sure this is going to be the final turn in the Age of Monsters...

A Report From Xanmyral Croverus, Chosen of Journeys, regarding the city of Lost Xefas, R.Y. 764

I entered Lost Xefas as part of my investigation into the activities of the Abyssal Exalt known as the Mercenary Pen of Blooded Ink, who had been spotted in Gem researching the region and its dangers. Expecting that the Abyssal was acting on some mission for his master, Eye And Seven Despairs, I sought to study the underground city and learn his goals.

There is certainly bloodshed enough here to attract the Underworld's attention. While I was observing the local elemental court, a tribe of blood apes, drawn by earlier slaughter, broke open a seal from Malfeas and invaded, only to be beaten back and crushed. They left a twist in causality behind them, which we may wish to investigate and seal at a future date. At the same time, the war between the local human and moleman populations exploded, and the molemen were entirely eradicated - at the cost of most of the surface town's armsmen. Varash, the Neon Knight, has made a sanctum here which he is reinforcing with abandoned treasure, and a large colony of darkbrood works industriously below, ignoring the surface entirely.

I could not locate any sign of the Mercenary Pen, however. Perhaps his research was not as in-depth as I had believed. I must seek elsewhere to learn the Eye's plans, I fear.

From the Mercenary Pen of Blooded Ink to his master, Eye and Seven Despairs

I have set up my base within the long-lost armory of the Dragon Kings, and intend to expand outwards soon. These hungry dead will meet with their descendants, and Lost Xefas will teem with Oblivion's children. The elemental court that once ruled here has already been bound to my will, and the others will soon follow. So don't worry about me. Continue with your own important plots. I will deliver to you a weapon that you will weep in joy to see.

Lost Xefas, Monster Year 6
* A new Breeder group appears – blood apes (refluffed Outsiders). The blood apes attempt to invade the elementals, and are crushed.
* The human kingdoms rally their forces to destroy the moleman invaders. They succeed, but lose their entire expedition in the process.
* The Neon Knight reclaims some of his lost treasure.
* The elementals pursue the invading blood apes, and crush them.
* The darkbrood recover their mining treasures. Unable to expand properly, they take over the nearest area to their gold veins so that they can continue digging eastwards.
* The elementals have now gathered six treasures, and so ends the age of Monsters.

http://i.imgur.com/wbxhB.png

Lost Xefas, Age of Villainy 0 (R.Y. 764)
* An Abyssal Exalt (read: Liche King) enters the city of Lost Xefas, taking up residence in its one tomb and converting the undead there into his service. Hidden from the rest of the dungeon, he will have time to expand before encounting his first opposition.
* As per the rules, the Mercenary Pen instantly takes control of the richest dungeon group, the elementals. Elementals no longer behave as breeders - now they behave as undead. Duh-duh-duuuuh!

http://i.imgur.com/trD2R.png

*edit* My first draft forgot that the Abyssal gets control of the elementals. Whoops!

Mercenary Pen
2011-07-25, 01:40 PM
Technically that was four dungeons at once, I made a start on one yesterday.

And the continuation- still linking pictures rather than posting them due to excessive size... And the name-checks have begun, though I am using the Gygaxian method of writing them backwards...

The annals of the dwarven chief Kharzad in the second year of his colony
Another year has passed much like the first. As seems so common in the spring, we fought to build more housing for the tribe, this time with added incentive of stopping the family of head-craftsman Pe'ehsk and that of head-miner Safex from killing each other- for in our position we can ill afford to lose either of them.

Our summer saw gold brought up from the depths in ever increasing quantity, though there were delays after some drunken dwarf cut through the main pulley rope in the mining shaft- since then I have had to take the unpopular step of requiring that all dwarves in the mineshaft are sober; luckily my trusty dwarven subjects are more concerned about vast quantities of gold than they are about drinking (though in some cases this is a close run thing).

In the autumn, the simmering feud between the families of Pe'ehsk and Safex erupted into a full-blown shouting match, with the Safex faction unhappy about the Pe'ehsk craftsmen using their homes for metallurgy and smithing of gold and iron- and truth be told I was getting a little bit annoyed by the constant hammering whilst I was trying to sleep. But I think I solved the problem sufficiently, having a series of workshops built adjoining the main shaft- though having built them below the living quarters in the shaft, a pillar of smoke from their forges does rise through much of the mineshaft- a close brush with failure, and one I should have solved better.

The winter was uneventful, with our clan having taken few losses this year.
map (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad2.jpg)

Neon Knight
2011-07-25, 02:31 PM
I entered Lost Xefas as part of my investigation into the activities of the Abyssal Exalt known as the Mercenary Pen of Blooded Ink, who had been spotted in Gem researching the region and its dangers. Expecting that the Abyssal was acting on some mission for his master, Eye And Seven Despairs, I sought to study the underground city and learn his goals.

I could not locate any sign of the Mercenary Pen, however. Perhaps his research was not as in-depth as I had believed. I must seek elsewhere to learn the Eye's plans, I fear.

From the Mercenary Pen of Blooded Ink to his master, Eye and Seven Despairs

I have set up my base within the long-lost armory of the Dragon Kings, and intend to expand outwards soon. These hungry dead will meet with their descendants, and Lost Xefas will teem with Oblivion's children. The elemental court that once ruled here has already been bound to my will, and the others will soon follow. So don't worry about me. Continue with your own important plots. I will deliver to you a weapon that you will weep in joy to see.



Whaaaaaaat? Eyes and Seven Despairs, actually doing something? I don't buy it. :smalltongue:

Friv
2011-07-25, 02:59 PM
Technically that was four dungeons at once, I made a start on one yesterday.

So you did! Sorry, I missed that post.


Whaaaaaaat? Eyes and Seven Despairs, actually doing something? I don't buy it. :smalltongue:

Feel free to read a lot of sarcasm into that letter. "No, don't give me help or supplies or anything, boss. I'll just be over here, doing the crap you're supposed to do. :smallannoyed:"

Speaking of...

A Report From Xanmyal Croverus, R.Y. 766

Maidens preserve us, that was close.

I returned to Lost Xefas to find it in utter chaos. The Abyssal Exalt had conquered the local elemental court and turned it against the darkbrood, slaughtering them by the hundreds. They retaliated, sending their forces deep into his realm, but were unable to overcome his terrible magics and were slain. Further above, a young Dragon-Blood entered the ruins, lured by rumours of wealth and fame, only to encounter the Neon Knight and lose his life. The old god returned to his semi-slumbering state.

It was clear that we were close to losing the whole region. The elementals acted as a shield, razing the human farms and preventing expeditions from being sent, while the Undead gathered their forces down below. There was only one chance. I used my influence to gather a Wyld Hunt, led by the renowend Ledaal Kaww, secretly blessed them, and sent them into Lost Xefas, ostensibly to destroy the Neon Knight for his impertinence. Once inside, my magic guided them through the corrupted elementals to the heart of the Mercenary Pen's domain. The battle was long and fierce, but in the end, Kaww struck down the enemy with his dying breath, leaving Lost Xefas lost once again.

I need a vacation.

Lost Xefas, Realm Year 765
* The Abyssal constructs his Lab, his Main Hall, and his Bone Pit. The lab is filled with hungry ghosts on which to experiment, and a terrible Blood Ooze is constructed in the main hall to defend it against invaders.
* The elementals attack the darkbrood, harvesting corpses for their new master. They are successful, and a new tomb is constructed and filled with darkbrood ghosts.
* The humans of Xefas recover the forces they lost against the molemen.
* Varash the Neon Knight enters the old moleman tunnels, and recovers the last of their treasure, returning it to his lair.
* The darkbrood expand into a new mine. They marshall their forces to attack the Abyssal, but although they slay many ghosts and the blood ooze, they are brought low and destroyed utterly.
* An lone Terrestrial enters Lost Xefas to slay the Abyssal Exalt. He presses downwards past the molemen, turns east, and meets Varash. And attacks Varash. And gets killed. The Neon Knight claims the hero’s daiklave and armor.

http://i.imgur.com/Gesz2.png

Lost Xefas, R.Y. 766
* New ghosts are raised to fill the darkbrood tombs.
* The elementals spread out to the surface, burning and destroying Xefas’ farms.
* The surface kingdoms repopulate a lost farm.
* Varash contents himself with his treasure.
* A much larger Dragon-Blooded brotherhood enters the dungeon. They charge down, and encounter the elementals. One hero falls to the elemental hordes, but they press on. Unfortunately, they immediately encounter the Mercenary Pen. The battle is long and fierce, and both sides are wiped out.

http://i.imgur.com/HV6dq.png

POST-GAME THOUGHTS:

So, this was going pretty well up until the end. I only placed three Primordial Age things, rather than the four that I was apparantly supposed to, so bit of an oops there. Otherwise, the Primordial Age, Age of Civilization, and Age of Monsters all ran quite smoothly.

The Age of Villainy, though...

The Lich King and his legions behaving as a wandering monster is a serious problem, and one that runs into another serious problem that never came up for me earlier. I don't know how encounter rules supersede each other.

Here's the issue. There are three sets of encounter rules.
#1 - Normal monsters have special rules when they encounter a group. That works out fine.
#2 - Wandering monsters have their own encounter rules, which amount to "And then they die, and so do X other people." This is nice and simple, but creates issues if the wandering monsters have any heft to them. In the case of my game, it meant that the instant anyone's domain tapped the edge of the Lich King's, it was all-out unstoppable war that removed a monster group from the map and crippled the Lich King's forces.
#3 - Adventurers have their own encounter rules, but these might not supersede the Lich King's rules. If they don't, the same problem occurs - every adventurer group is essentially the nuclear option, and there's no one left in the dungeon to slow them down because the Lich King is nuking anyone who should be acting as a buffer around his domain.

The whole thing is made worse by Problem #2 - the Lich King and his minions and Zones of Control. Neither group expands theirs, or collects leftover treasures, so if a group explodes fighting him, there's no advantage. Similarly, since the minions don't follow minion rules anymore, the Lich King only benefits if they are taking hits for him - but he has no way to divert enemies into them. Anyone who meets the Lich King's armies not only destroys his troops, but by having him kill them instead of his minions, they can't be turned into undead anymore. This is... really weird.

Net result - there isn't really a way for the Lich King to win if there aren't a ton of tombs on the map already. The adventurers are basically guaranteed to whittle him down a lot faster than he can grow, since they encounter him as a wandering monster instead of a monster group. Unless he gets a couple of really tiny adventuring groups to start, he's doomed.

Xefas
2011-07-25, 08:01 PM
EDIT: BTW keep up the good work. What you are posting here is fun to read. :smallbiggrin:
Yes! I'm very much glad that this idea worked out and so many people seem to enjoy it. I have another, similar RPG Let's Play in the works for after I finish this current run. My hope is that it'll be just as entertaining.


I'm pretty sure that Xefas has the Thought-Lord Cult as the arch-villains for the age of villainy on this run through, either run straight or re-fluffed as mind flayers of some variety...

I do love my Mind Flayers.



Xefas, I'm curious - I had read interactions as saying that monsters only encounter one human/elven settlement per year. Do the full rules have support for all-out war like the one you demonstrated, or was that a choice on your part?

This was my biggest fudge yet and, now, I question the worth of doing so. At the time, I was just looking at the most likely scenario - that we'd get about six more years of just utter Giant Facerolling, and that didn't seem so interesting, so I figured I'd end the Age of Monsters now with a bang while the Giants could still be fought.

Although, now that I've had a good chunk of sleep (my first since Thursday), I'm thinking that it wouldn't have been too hard to make those six years entertaining, and I should probably have just stuck with it. Not to mention, something unexpected could have happened, like an impromptu huge adventuring party wielding Otacon that could have done some serious damage. (Which, wouldn't have been all that unlikely, really, now that I think about it.)

Still, a big war isn't the worst outcome to fudge, I don't think.

Croverus
2011-07-26, 12:26 AM
Journal of Oligurk Dwelis
Chief Engineer of Clan Urgood Nraglin
Year 5 at Yveshrin Mine

Spring
"Since we do not plan to mine further, the two mines to the west of the main shaft have been refitted to house treasure. Another Barracks has been constructed to make room for more relatives. The Great Hall seems a bit crowded, we may begin doing something abotu that soon."
Summer
"Expanded the mines in the other direction. The fearsof some terrible thing waiting for us have proven false. Many miners claim they can hear a terrible creature slumbering in the neraby rock. I think there is nothing to worry about. We shall continue to advance the gold mines on a regular schedule."
Fall
"The Great Hall is crowded, and so it has been expanded to amke room for all the new arrivals we've gained hte past two years. This should keep everyone happy. At the least it will quite the rumors of some terrible beast lurking behind the walls of the mines. Bah. I have had the words 'Stay the Course" Written ont he doorframes of every mine, to encourage the miners to keep digging."
Winter
"Despite what some outspoken rivals of mine would say, we have again taken no casualties. A few injuries in the mines but sturdy construction and the nearby workshops keep everyone on task and safe. I'm confident even if we DO run into some terrible beasty, it will fall to our picks and hammers."


Western most Mine turned into a Treasure room. Barracks built downward. Mines built to continue following the gold ore. The Great Hall is extended.

http://fc05.deviantart.net/fs71/f/2011/206/9/9/hthad__dwarf_civ_1_year_5_by_croverus-d41o9iz.png

Xefas
2011-07-26, 03:43 AM
The Elder Thoughts

The first years of our Glorious Unity begin to unfold. Our true selves are unveiled: The Illithid, or 'Mind Flayers'. We have ruled the Underdark since before those infantile elves clawed there way down into the deeps to become the Drow we know today. It is only by blind misfortune that, long ago, the primordial movements of the world destroyed much of this Collective, and sealed us off from the rest of our kind. We were forced into stasis to survive; to preserve the Elder Brain under our care. Awakened, we have spent the last few years manipulating the nearby creatures into ensuring their own destruction with subtle psionic suggestions. But now, the time for subterfuge is over. We will bring this dungeon under our heel, and reunite with the Underdark.

Although...it would seem the destruction we chose for the surface dwellers was not as absolute as we had hoped. New elves return, seeking to reclaim their lands and have their revenge on the Giantfolk. No matter.

As our first order of business, we shall bring those same Giant remnants into the fold. Though now reduced in number, they hold great riches, which could be of use. As a test of our hold over them, we fill our prison with a few of their kind. They come willingly. Our powers have not dulled overly much over the years.

Denizens:
Mind Flayers [M] (Villains)
Illithid Slavers [S]
Prisoners [P]
High Elves [H] (Surface Race)
Devils [D] (Breeders)
Aboleth [A] (Alpha)
Cave Giants [C] (Breeders)
Fungaliths [F] (Delvers)

http://i.imgur.com/UEeep.png

GU 1
We send a Slaver to enslave our Devil neighbors. The attempt is successful. The great Devil-Giant "War" is concluded, finally. We have brought Peace in Unity.

And so too shall we to the rest of this ruin and, in time, to the rest of this miserable, chaotic ball of dirt.

http://i.imgur.com/oIdtt.png

-------

I'm ending this here. I think this is a good time for some Player Characters to come along.

Plot Hook Ideas:
*The recently destroyed city-state of Fhaolan has begun to repopulate itself after a vicious war with a tribe of Cave Giants. Yet, rumors speak of even more terrible things that lurk beneath its fields and cobblestones. Provide aid for the reconstruction effort, exploit these people in their time of need, or simply use their camps for your own dungeon delving purposes.

*An old abandoned Mage Tower sits high up near the peak of a (mostly) dormant volcano. Its previous occupant was Immonen the Immolator, and rumor has it that, prior to his death in the Fhaolan Giant War, he was on the cusp of discovering a unique spell of truly outstanding explosive magnitude. Seek it out for yourself, or to prevent it from falling into less trustworthy hands.

*Fhaolan was founded on a unique network of ley-lines that make it a powerful font of magical energy. However, the gratuitous amounts of death that have surrounded this nexus in recent times has begun to create a geomantic disturbance. If it is not calmed soon, the natural world surrounding Fhaolan will take a turn for the worse. Reconciling the spirits of the Volcano and the River Supernal should be an easy feat - assuming nothing is lurking in its many flooded chambers and lava pools.

*The unique Artifact "Otacon, the Staff of Seventeen Stars" was forged in Fhaolan recently under a serious of vary auspicious circumstances. The refugee High Elves that have reclaimed Fhaolan Castle are not even aware of all of its powers, for those responsible for its creation were killed in their recent war with nearby Cave Giants. At the very least, it is rumored to allow its wielder to protect themselves and their compatriots from the biting cold of the harshest blizzard, the fires from the heart of a volcano, the drowning waters and crushing depths of the ocean floor, and even the vacuum of space. The Fhaolan Elves will not relinquish it without good reason, however. Perhaps an opportunity to earn their gratitude will present itself.

*The city-state of Fhaolan is in desperate need of money, and has begun attracting tourists to their large network of natural hot springs. It should be the perfect vacation for weary adventurers. Assuming that there's nothing more sinister going on in the water, which I'm sure there isn't.

*A spiritual darkness has begun to settle over the homes of the hopeful folks of Fhaolan. Somewhere deep beneath their city, a planar gate to the Nine Hells of Perdition has opened. And, by all accounts, it has probably been there for a while. What foul plots brew in those dank halls? That's all the wandering priest told you before he left for business elsewhere.

*Legend speaks of a hidden pass, known as the Dry River; old as the world itself. It has recently been overrun with Giants and other manners of terrible creature. But, for the intrepid explorer, the ruins of decadent Dark Elf palaces await, include those of the famed Havarnchanth - a sunken metropolis, its immense wealth entirely untouched by robbers since its mysterious end long ago. Some say it doesn't exist, but I know you are too daring a group to give into such pessimism.

*So great and horrible a power is easily felt by those with the eyes to see, and a mind open to its call. Something old has awoken. The people of Fhaolan believe their greatest threat to be the remnants of a tribe of Giants living in caves beneath their cities. But those caves go deeper than they know. Powerful evils dwell there, but those evils are nothing compared to the Old Ones, no longer sleeping. Just as the ruinous fiends in those depths have been enslaved, so too shall the rest of the world be held in thrall if nothing is done to stop their growing influence. You are not strong enough to stop them by yourselves. But perhaps there are horrors down there that wish to see the Old Ones brought to destruction as much as we do.

Croverus
2011-07-26, 05:00 AM
This was pretty excellent. I'll be posting Year 6 of my Dwarven Civ soon Though perilously close to the cave with the Primordial beast, this seems to be little reason for them to build into it... unless they start expanding the Barracks down. :smallamused:

Edit: Also, I would love to run a low level 3.5 game using your dungeon as the setting. If anyone would be interested in it, send me a PM and I'll go make a recruitment thread. I'll be using the below plot hook:


*The recently destroyed city-state of Fhaolan has begun to repopulate itself after a vicious war with a tribe of Cave Giants. Yet, rumors speak of even more terrible things that lurk beneath its fields and cobblestones. Provide aid for the reconstruction effort, exploit these people in their time of need, or simply use their camps for your own dungeon delving purposes.

Mercenary Pen
2011-07-26, 06:23 AM
Okay, year 3 of the dwarves coming up:


The Annals of the dwarven chief Kharzad in the third year of the colony of Sur-evorc
I have been somewhat chastened of late, for my stout and doughty dwarves have reminded me that our colony has not yet been named. Much as I have little facility with names, the council of elders tell me that the duty of the naming falls to me. Thus, I shall name this the colony of Sur-evorc, which translates, I am told, as Golden Hollow in the dialect of my grandsire's people.

There was a significant windfall this spring as we extended into another housing area, for we ended up tunneling into a natural cave filled with gems, which have expanded the coffers of my people, though far too few of them have come my way, despite the searches my guard performed on the diggers as they returned from their shifts.

With the summer, we followed the gold seam as closely as ever, my men unwilling to let so much as a single grain of gold escape them- perhaps I shall soon require a treasury for all the wealth we have gleaned from the earth, though I have other plans just at the moment.

This autumn I set my miners and craftsdwarves to the creation of a great hall where the grandeur of our people may be displayed for all who visit to see. Despite the ongoing feud between the houses of Pe'ehsk and Safex, both the miners and the craftsdwarves threw themselves into completing this project to the highest standard- possibly driven on by wanting to outdo each other. I must say now that the hall is complete that they have left little room for the expansion of the colony- perhaps in a year or so I will need to expand the hall- or have it expanded.

The winter was uneventful, with small shrines amid the barracks serving for individual family members who died- there has not yet been a tragedy great enough to warrant a communal tomb where many of my people can mourn at the same time, and I hope against hope that this situation will not change, though I doubt our luck can hold forever.

map (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad3.jpg)

Gobbothegreen
2011-07-26, 10:20 AM
Very nice until the end there Xefas, that would indeed make a great dungeon to play through.

Looking forward to see what happens when your dwarfs dig into the elemental chaos for more living quarters :D

Mercenary Pen
2011-07-26, 10:23 AM
Very nice until the end there Xefas, that would indeed make a great dungeon to play through.

Looking forward to see what happens when your dwarfs dig into the elemental chaos for more living quarters :D

Not quite sure how I'm going to handle that one myself, I just rolled up a 'create your own primordial event and it was either that or an underground lake that came to mind.

Xefas
2011-07-26, 02:53 PM
Edit: Also, I would love to run a low level 3.5 game using your dungeon as the setting. If anyone would be interested in it, send me a PM and I'll go make a recruitment thread. I'll be using the below plot hook:

Awesome. I'm eager to see how it works out. If you do get a recruitment thread up, would you link it in here?

Mercenary Pen
2011-07-29, 08:31 AM
Map still only linked, but here goes year four of the dwarves:

The annals of the dwarven chief Kharzad in the fourth year of the colony of Sur-evorc.

Spring: Yet again, we had the need to expand our dwelling places. This latest dwelling cavern seems to have great heat emanating from the far wall, so we our housing the brewers of Sur-Evorc as close to that wall as we can in the hope that it will save on coal and other such fuels during the distilling process (if you have ever been underground you will understand that the less smoke we generate in the tunnels, the better they will be to live in).

Summer: The mining of the gold seam continues at its usual pace, though some of our men expanded the chamber closest to the shaft, discovering the edge of the gold seam in the process.

Autumn: My miners were somewhat anxious with the discovery of the edge of the gold seam, and in the hoped of placating them, I permitted them to dig an exploratory shaft down from our current diggings, hoping to find more bounty that we could hew forth from the earth.

Winter: There were precious few deaths this year, so I allowed my people to mourn their individual losses in private.
map (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad4.jpg)

Xanmyral
2011-07-29, 04:18 PM
Well, good new is that they aren't going to be running into any primordial beasts. Bad news though is that they aren't going to be running into any primordial beasts. :smalltongue: I'm guessing they will hit the portal next time they expand. Still no idea what that will do though.

Cieyrin
2011-07-29, 05:15 PM
Well, good new is that they aren't going to be running into any primordial beasts. Bad news though is that they aren't going to be running into any primordial beasts. :smalltongue: I'm guessing they will hit the portal next time they expand. Still no idea what that will do though.

Oh gods, the horrors! HORRORS! Probably the end of the age, if it isn't closed very shortly after finding it.

...stupid hidden text was too well hidden...

Mercenary Pen
2011-07-29, 06:09 PM
Okay, I decided that, after skipping a couple of days, I'd do an extra turn just to try and get back on track...

The annals of the dwarven chief Kharzad in the fifth year of the colony of Sur,evorc

Spring: Calamity or calamities, when we were expanding our dwellings to account for the swelling of our numbers, our intrepid diggers excavated into a cave that ran with lava. Our elders and mages tell me that the cave was a natural portal into the elemental chaos- certainly it was home to our fiery distant kinsmen, the Azers. It turns out they have held a grudge against the rest of our kin for many years and so, whilst initially open to negotiations, the Azer chieftain Virf flooded our caverns with elemental fire the moment those negotiations broke down- luckily we had taken precautions and he only managed to destroy one of our dwelling caves. Our elders seem to think that by flooding the caves in the way he did, Virf has blocked his way to attacking us further, and for that much I am glad.

However, with more of our kin on the surface awaiting caverns to live in, my miners had to work overtime, creating a shaft downwards from which we could excavate more dwelling caves in safety.

Summer: Our miners, their strength already sapped by the catastrophe of the spring, turned to their delving for treasure in the summer as is the normal way of things. Exhausted from their work in late spring, they merely created another cave to excavate the gold seam rather than trying anything more adventurous.

Autumn: Much as I had hoped last year that we would be able to expand the great hall this year, I cannot in good conscience do so when so many of my people have perished this year- we shall wait until next year to do this.

Winter: With the catastrophe of the spring still in the minds of my people, it was with great solemnity that I ordered the construction of a grand tomb in the memory of those that died- placing it opposite the newest dwelling cave in our secondary shaft. I can only hope that next year will proceed with less tragedy.

map (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad5.jpg)

Ksheep
2011-08-05, 11:18 PM
Well, here's my stab at making a dungeon. Sorry if half of the images still have some transparency, I was planing on fixing that before uploading but now my Photoshop isn't working properly (just upgraded to Lion, doesn't like the old version of CS).

Now, before I post this, just gonna say that I was slightly confused about the end of the civ age. Does it only trigger if they hit a cave that says that it occurs, they delve too deep, or everyone moves away due to lack of treasure? Or is there some other triggering mechanism that an occur? My mine has just been prospering so much that I was wondering.

Also… Dwarven City (7th turn construction, I believe): Above ground or underground? It doesn't seem to say anything about it other than 1 thumb long.

Anyway, lets begin:

______________________________________

(The map of the beginning of the colony is strangely missing. Dwarven scholars are hard at work to piece together some idea as to how it appeared, although accounts from this era are sketchy.)

First year of the Dwarven colony of Neayral

What luck! It seems that our clerics did not lead us wrong. After many months of traveling, our party finally decided, based on the advice of our cleric, to start our colony. We dug down, not too hopeful, but low and behold we came across a rich deposit of Mithril. We told our sires of our fortune, and we are expecting tales of our success to soon spread throughout the Dwarven lands.

SPRING
Sure enough, our tales have brought some more migrants. We built a second barracks in order to accommodate our growing numbers. We also constructed a treasury to store our goods.

SUMMER, FALL, WINTER
We mined out a section of the Mithril and dug deeper. Nothing else of note happens.

End of Year One
http://img146.imageshack.us/img146/5/civyear1.png

Second year of the Dwarven colony of Neavral

What luck indeed! As we were mining deeper, we found that a vein of gold runs through this mithril deposit. We shall be in envy of all in the dwarves lands.

SPRING
More migrants came this spring. Our little colony is not so little anymore. We built yet another barracks for the newcomers. The treasury was likewise expanded.

SUMMER
As we dug down, we struck gold! It seems that the gods are indeed smiling upon us. However, we seem to have hit the bottom of the mithril deposit. We shall start digging along the western edge of the deposit to see if it continues that way.

FALL
In light of our success in mining, we have built a series of workshops, so we can work our metals into great works of art. It's about time our craftsdwarves get something to do.

WINTER
At the close of the year, we take our customary work break to reflect on what has happened in the past year. Luckily, nothing bad had happened, so there is no mourning needed.

End of Year Two
http://img29.imageshack.us/img29/3915/civyear2.png

Third year of the Dwarven colony of Neavral

Our colony continues to expand. We have now received recognition from the Hallowed Halls of Deapho, and they have given us permission to create a great hall. We have begun trading in earnest with the wider world, and our reputation is spreading.

SPRING
Yet more dwarves have arrived, seeking fortune. We have expanded our barracks yet again to support our growing workforce.

SUMMER
We started digging west, following the gold vein. Sure enough, after a few hundred yards we reached the other edge of the Mithril. However, the gold continues on for some ways, or so our cleric says.

FALL
We have begun work on our Great Hall, Iseax. It shall be a place of splendor, rivaling those hallowed halls of Deapho. We expect construction to be complete within 3 years, if all goes according to plan. Our first order of business was to craft massive doors out of the purest of Mithril, inlaid with the finest of gold. It shall greet all those who visit our halls, demonstrating our wealth and power.

WINTER
With an uneventful year comes an uneventful winter. Yet another quiet time of reflection.

End of Year Three
http://img233.imageshack.us/img233/3170/civyear3.png

Fourth year of the Dwarven colony of Neavral

There were some disputes as to what direction to dig this year. Some of the more cautious dwarves wanted to dig up the rest of the mithril near the main body of the colony, while others wanted to follow the gold. Another group even believed that there was MORE mithril further down. We managed to convince the diggers that the gold was our safest bet, but we let a small crew dig an exploratory tunnel down in search of more riches.

SPRING
More migrants. We have truly become the most desirable city in this region.

SUMMER
More mining, more gold. No end in sight for this vein.

FALL
An exploratory shaft is dug. All that is found is dirt and rock, with the occasional stone. Nothing of value is found.

WINTER
Another quite winter break. Nothing worth noting.

End of Year Four
http://img268.imageshack.us/img268/2596/civyear4.png

Fifth year of the Dwarven colony of Neavral

As fine a year as any for our glorious settlement. We finished construction of our great hall. We decided to build a new entrance to the complex, leading into the hall. We also connected our barracks with it on the eastern end, for ease of access. Everything else went as usual.

SPRING
More migrants. Yet another barracks built. There must be a better way to house all these newcomers.

SUMMER
We are continuing along the gold seam. At night, our workers can hear what appears to be flowing water. We will probably continue along the other direction, since we don't want any flooding in our mines.

FALL
Iseax Hall has been completed. A new tunnel leading to the surface has been dug, allowing easier access to the hall.

WINTER
Once again, nothing to report.

End of Year Five
http://img232.imageshack.us/img232/6751/civyear5.png

Sixth year of the Dwarven colony of Neavral

The fates continue to smile upon us. No disaster has struck, our population is booming, and we have started work on a hall of records, where we will store the finest crafts our clan has created, on display for posterity.

SPRING
Another wave of migrants has arrived. We are also seeing an increase in dwarven children. Now that our clan has settled down, several families are beginning to bear young. This is truly the greatest sign of our prosperity, for most dwarves wouldn't DREAM of starting a family if they didn't believe their domicile safe.

SUMMER
We have decided to finish digging up the Mithril, and we began converting some of our earlier mines into treasuries, as our main treasury is overflowing at this point.

FALL
Construction has begun on our Hall of Records. We are building this to honor our forefathers, and in praise of their accomplishments. Along the walls of the hall we have depicted, in gold and mithril, the entire history of our race. Scattered throughout the hall are pedestals, upon which are displayed those crafts of the finest make, created by our master craftsmen. These are indeed the pinnacle of our art, and to us, they are priceless.

WINTER
Nothing new to report. The year ended on a good note. I'm starting to worry that we will be experiencing a major catastrophe soon, but this is probably my paranoia kicking in.

End of Year Six
http://img845.imageshack.us/img845/4272/civyear6.png
______________________________________

And that's it so far. It may be a while before I can continue (moving on Monday, and I need to see if I can't get photoshop working again). Hope you enjoyed it!

Xefas
2011-08-05, 11:26 PM
Now, before I post this, just gonna say that I was slightly confused about the end of the civ age. Does it only trigger if they hit a cave that says that it occurs, they delve too deep, or everyone moves away due to lack of treasure? Or is there some other triggering mechanism that an occur? My mine has just been prospering so much that I was wondering.

Each Civ has their own set of conditions for advancing the era. But, yes, for Dwarves, the only ways to end the era are hitting a Fate cave, everyone dying, everyone migrating away, or if you reach 10 population and Dig Too Deep.


Also… Dwarven City (7th turn construction, I believe): Above ground or underground? It doesn't seem to say anything about it other than 1 thumb long.

It says that it has to be connected to other dwarven tunnels. I guess, technically, that could be construed as also allowing a dwarven city that is above-ground and connected to a tunnel that breaches the surface. However, the primary intent seems to pretty solidly be that it's built underground.

Ksheep
2011-08-05, 11:33 PM
Each Civ has their own set of conditions for advancing the era. But, yes, for Dwarves, the only ways to end the era are hitting a Fate cave, everyone dying, everyone migrating away, or if you reach 10 population and Dig Too Deep.


That's what I thought. I was just wondering since your first one seemed to end before hitting one of those triggers (although I may be misremembering it).


It says that it has to be connected to other dwarven tunnels. I guess, technically, that could be construed as also allowing a dwarven city that is above-ground and connected to a tunnel that breaches the surface. However, the primary intent seems to pretty solidly be that it's built underground.

OK, that's what I thought. I was just running out of room to add it to the main shaft, unless it took over some of the mines. I was playing around with the idea of an above ground keep over the (now two) entrances, but wasn't sure how that would affect the later game.

Thanks for the advice!

Xefas
2011-08-06, 12:53 AM
That's what I thought. I was just wondering since your first one seemed to end before hitting one of those triggers (although I may be misremembering it).

Game mechanics-wise, I got ten population and dug too deep. However, before posting, I had rolled that a giant meteor hit the area. I went with the latter, narratively, as the cause. Not for any particular reason.

Though, also, keep in mind, in my first play-through, I royally messed up some stuff in the Civ Era, including the size of my mines and my population growth. So, if anyone out there is looking at my first play as a guide, take that into consideration. My second play is more or less bug-free.

Mercenary Pen
2011-08-06, 07:35 AM
Okay, time for me to do some serious catch up.

The Annals of the Dwarven chief Kharzad in the sixth year of the colony of Sur'evorc

Spring: Remembering the tragedy that befell our people, we resolved to be more cautious this year, but with our numbers growing as ever, we pressed on in the construction of new dwelling caverns, bringing up the gold we mined last year to appoint them lavishly as our craftsdwarves are wont to do.

Summer: Once more, we expanded our diggings, hewing through more of the gold seam to create new and more lavish dwarven treasures. Perhaps we will not go down in history as the most prosperous dwarven clan to delve the earth, but I want to be among the closest contenders for that honour (I don't know what has gotten into me these days, I keep dwelling on the future, and the subject of my own mortality, perhaps it is pent up grief from the death of my grandsire come back to me?)

Autumn: After a less eventful year than last, it is finally time to expand the great hall, for at our current rate of expansion, it will not hold the expansion of our people come next year.

Winter: There have been mercifully few new deaths this year, so there has not been need to build new grand tombs. I have called on my people to visit the tomb of last year's tragedy once again, and to resolve that we will not forget them, nor let their sacrifice be in vain.

map in year 6 (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad6.jpg)


The Annals of the dwarven chief Kharzad in the seventh year of the colony of Sur'evorc
Spring: Once more, there came an influx of dwarven family and friends unto our colony, and once more we struggled to find space to house them all, digging out new caverns for the purpose.

Summer: The burgeoning numbers of our peoples revitalising us, we re-coubled our efforts at mining, bringing gold from the earth and setting it before our mighty craftsdwarves, who now insist that no other dwarf could hope to match their skills. They now complain when they are given tasks such as the making of ordinary equipment, and of weapons and armour, insisting that anything made without gold is not worth their time.

Autumn: With the end of the mining season, I set before my people the plans I have created for a grand hall of records, where we shall keep our histories enshrined so that all shall know of the splendour we created, and the splendour that we still aspire to.

Winter: No new deaths, but once more we visited the tomb set up in memorial to those who died due to the treachery of our burning brethren, the Azers. I am beginning to hear talk from my people that they wish to build a true city, a grand monument to our splendour, perhaps I should grant that wish next year.

map in year 7 (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad7.jpg)

Mercenary Pen
2011-08-07, 05:22 PM
Sorry for the double-post, but new content:

The Annals of the dwarven chief Kharzad in the eighth year of the colony of Sur'evorc

Spring: Once more we expanded our dwelling caverns and called in more of our kinsmen to swell our numbers. This year saw the arrival of Xanmyr, patriarch of his extended family, and they seem to have somehow doubled the familial strifes of our colony simply by their arrival, though they number some more practical craftsdwarves amongst their ranks, rather than those of the house of Pe'ehsk, who consider gold to be the only material worth working in- correction, they tell me that mithral and precious gems would also be worth their time; elitist craftsdwarves, who'd have them?

Summer: Once more we brought up gold from the seam to fill the colony's coffers, though I am wondering how long this seam will last on near enough the same alignment.

Autumn: Well, having listened to the suggestions of my citizens, we have now established ourselves as a true city, the mighty efforts of the mining clans under Safex hollowing out a mighty city cavern where the greatest of our engineering achievements can be demonstrated.

Winter: We have had few deaths this year, and they have all been more than replaced by the birth rate of our burgeoning population. Luckily for us, most of the oldest and frailest dwarves tend to stay in their own dwellings rather than journeying here just to die.

Map in year 8 (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad8.jpg)

The Annals of the dwarven chief Kharzad in the ninth year of the city of Sur'evorc

Spring: Calamity of calamities, as we expanded our diggings this year to create new dwelling caverns for our population, we breached the walls of a complex of natural caves, within which mighty hosts of primordial proto-demons lurked. They may have been weaker than they were in timnes when the world was younger, but they slaughtered much of my population before the mighty hero Cieynir rallied my mighty dwarven warriors and laid the beasts low in their graves, only to die from the foul demonic humours that inflamed his wounds after the battle was done- we shall remember him and all those who perished at the hands of these foul creatures. However, our numbers swelled by enough to offset one third of our losses.

Summer: With peace restored to Sur'evorc, we returned to the business of mining as per usual, though after the bloody spring, the summer seemed almost numb and uneventful by comparison, though Xanmyr is beginning to seriously compete with Pe'ehsk for the right to work the gold we bring out of the mines.

Autumn: Our caverns seem too empty, and we cannot truly bring ourselves to undertake the grand building projects that we have undertaken in other years.

Winter: I ordered that a tomb be established in memory of mighty Cieynir and those fallen in the spring. As if unwilling to even heft their picks and shovels in grief, my trusted dwarves established the tomb in one of the emptied dwelling caves, which seems somewhat fitting.

Map in year 9 (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad9.jpg)

Xanmyral
2011-08-07, 05:46 PM
Very nice Mercenary. Seems like I'm a noble here... I won't blame anyone if they put me in a room with a lever that does... Something. Anyway, been fun reading all the same.

Mercenary Pen
2011-08-07, 06:15 PM
Very nice Mercenary. Seems like I'm a noble here... I won't blame anyone if they put me in a room with a lever that does... Something. Anyway, been fun reading all the same.

Well, not so much a noble as such, more the semi-autocratic head of an extended family... Has to be said I'm deliberately aiming for a long Dwarven age so as to carry forward a decent size dungeon with a plentitude of Dwarven treasure (rather than just plain old boring golden everything). I probably want to start putting in random extra connecting tunnels on autumns for the years when I won't be able to build anything proper due to lack of population.

I_Got_This_Name
2011-08-08, 08:49 PM
Xefas, are you doing a third playthrough?

Xefas
2011-08-08, 08:54 PM
Xefas, are you doing a third playthrough?

I can't say for certain, but if I do, it's going to be a long time from now.

bokodasu
2011-08-10, 07:46 AM
Net result - there isn't really a way for the Lich King to win if there aren't a ton of tombs on the map already. The adventurers are basically guaranteed to whittle him down a lot faster than he can grow, since they encounter him as a wandering monster instead of a monster group. Unless he gets a couple of really tiny adventuring groups to start, he's doomed.

See, I had the opposite problem with my Lich King, possibly because I don't understand how his rules are supposed to work. (BTW, bought this game based on these playthroughs and it is entirely worth the $5.)

He started with 17 minions; the wandering monster rules say -1 unit for every 1 damage you do, but the Lich King rules say if you win, they lose 1 unit and you gain 1 treasure, and I don't think it can be both. I figure his special rules are what's supposed to happen, but that can't be right, because it meant he steamrolled everything in like three turns. I only had one tomb to start with, built one with his original treasure, and then got some free ones from him having no empty tombs, and then free units to put in them from defeating adventurer groups.

Come to think of it, it probably made a difference that the only "monster groups" I had by then were wandering and alpha monsters; if there were real groups it would have played out differently because they could have encountered him and used their rules vs. wandering monsters; as it was it was only him encountering everything else. (Very briefly.) And I kept rolling crap for my adventurer groups, so there wasn't a lot of attrition there, either.

Ok, now I need to play this again. I have colored pencils and graph paper, and I'm not afraid to use them!

Cieyrin
2011-08-10, 12:57 PM
Man, I think I've made an appearance in almost every playthrough so far. Mighty Dwarven Hero vs. the Protodemons, indeed. :smallbiggrin: (That could be an awesome band name, now that I think about it...)

I do look forward to seeing the effects of a mega dungeon when the Age of Monsters finally rears its ugly head, though. :smallamused:

Mercenary Pen
2011-08-10, 06:18 PM
Man, I think I've made an appearance in almost every playthrough so far. Mighty Dwarven Hero vs. the Protodemons, indeed. :smallbiggrin: (That could be an awesome band name, now that I think about it...)

I do look forward to seeing the effects of a mega dungeon when the Age of Monsters finally rears its ugly head, though. :smallamused:

Well, inclusion of bystanders in this is as good a way to get people involved as anything:

Dunno that it'll quite be a mega-dungeon, but we'll see how things go.

The Annals of the dwarven chief Kharzad in the tenth year of the city of Sur,evorc
Spring: Saddened by the passing of those who had fallen, we called in more dwarves from increasingly far away to fill our empty caverns.

Summer: More mining took place, we do not appear to be likely to run out of gold soon- but some of the elders of Sur'evorc suggest to me that stranger things have been known.

Autumn: There have been no new building projects this year. Instead, I had our various tunnels and caverns inspected to be sure that the monstrous incursions of years now gone by have not caused undue damage to our city, and indeed there were some trifling issues to be addressed and repairs to be made sooner rather than later.

Winter: We have now combined both tragedies into an annual ceremony of mourning to sit alongside other more personal expressions of grief.

map in year 10 (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad10.jpg)

The annals of the dwarven chief Kharzad, during the eleventh year of the city of Sur'evorc

Spring: Once more we called in relatives, finally filling the dwelling cavern that we hewed from the rock two years ago when we had that dreadful encounter with protodemons- the city is now back to the stage where it feels nearly full to bursting, for it has been too quiet these past two years.

Summer: More treasures have been brought up as our master miners cut through the gold seam beneath us.

Autumn: I couldn't think of anything else to do whilst we restore our numbers so I had all the caverns currently under our control re-faced with proper stone walls, for many of them were, until now only made of packed dirt with wooden props- which is not the most admirable choice of building material for a city. Also, in a fit of boredom, our miners and tunnelers have cut a connecting gallery between the workshops and the secondary shaft.

Winter: The festival of remembrance took place this year as it did last, but without fresh grief, I left my citizens to their own devices.

map in year 11 (http://smg.photobucket.com/albums/v498/stefan_drake/?action=view&current=Hthad11.jpg)

I_Got_This_Name
2011-08-11, 01:16 AM
Re: the Liche King thing

My interpretation of the way Liche Kings work is this:

The Liche King has two kinds of creature: Minions and Undead Legions. Minions are dominated monsters, Undead Legions are created.

When the Liche King spawns, it turns a monster group into its Minions. They continue to behave like a non-wandering monster group, but they act on the Liche King's turn and take a special turn where they attack the nearest monster group as a normal non-wandering monster group.

Also, on the Liche King's season, it fills tombs with its undead legions. The undead legions pretty much just sit there, but if they get encountered (by something other than the minions), they act like wandering monsters. Also if something runs into the liche king, it can throw the legions in front of it as wandering monsters to protect itself.

It also turns minions into wandering monsters to serve as sentries at the dungeon gates.

This interpretation solves the problem where the liche king novas (by spending its entire army) against adjacent groups.

I have yet to come up with an interpretation of the Alpha Villain that doesn't suck, though.

Jason_Silverain
2012-12-11, 09:14 AM
A bit of thread Necromancer but if anyone still wanting to play this I've created a rule set for a kobold civilisation.

Kobold Civilisation
https://docs.google.com/document/d/1jQfqBonusojOhD-MVwdBtBhyvFFBWBxjV3zR-Qu5afY/edit

Feedback would be great. :)

Lady Serpentine
2012-12-11, 05:35 PM
So, uh. I was thinking of, now that the thread is back, scanning in a map, and doing a playthrough of this as a refluffed Dwarven civilization, sort of like Firv's Exalted one.

However, my Primordial Event rolls were rather unlucky. Three were for natural caverns, with the fourth being a gold vein, and of those caverns, seven turned out to be plague caves, with six containing primordial beasts, and one holding their Fate; the remaining three are two empties and a gemstone cave.

This is not, however, the worst. Nor is the fact that four of the plague caves are Plague 4. The real difficulty is that, due to more unlucky rolls, three Plague 4 caves, two Plague 2 caves, and two primordial beasts, are connected in a web that covers almost the entire map.

So, I have two questions - first, would breaking into that tunnel network cause me to lose eighteen population all at once, thus almost certainly ending the age as soon as some poor mining team hits the tunnel wall, or are the rules for determining how long it would take to move down each tunnel and hit the various deaths in it? And second, even if it is basically an age-ender, is it likely to be worth it to bother with this particular map, seeing as if I run the starting shaft down the middle, they hit the whole mess there at once and die off before starting, if I run it along the left side, there's a very good chance of hitting one of the remaining Plague 4 caves in the first three turns (though it's also very near the Gemstone 4 cave, so it's possible I could survive that, if I'm lucky), and if I put it on the right, I'll either hit a primordial beast in the first two turns, or progress steadily towards the age-ender and reach it within four turns?

Razanir
2012-12-12, 10:45 AM
I'm feeling insane enough to have it be dwarves v kobolds v drow. Also, I think I'll build a campaign around mine, where the PCs are the adventuring party.

One question– If I have multiple civilizations, and one has their age end, does the age end for all? So if the dwarves delve too deep, does that end it for the drow? Or if the drow get 10 population in one city, does that end it for the dwarves?

Xefas
2012-12-12, 05:01 PM
Kobold Civilisation
https://docs.google.com/document/d/1jQfqBonusojOhD-MVwdBtBhyvFFBWBxjV3zR-Qu5afY/edit

Feedback would be great. :)

I don't have much feedback, as I'd have to play it first, and I don't really have the time at the moment. I do want to say kudos for making stuff! And I think it'd be neat if you did a playthrough of your new Civ, and put it up on these boards. You might end up with more personal insight and feedback from others if you do so.



So, I have two questions - first, would breaking into that tunnel network cause me to lose eighteen population all at once, thus almost certainly ending the age as soon as some poor mining team hits the tunnel wall, or are the rules for determining how long it would take to move down each tunnel and hit the various deaths in it?

I don't think the rules say explicitly one way or the other. The way I would play it, most likely, would be to distinguish 'caves' and 'corridors' as separate. If they dig into a cave, resolve the plague/monsters in that cave, but not for the entire cave complex.

Later, it will make a difference in the Age of Monsters, as Monsters appear, wander around, extend their Zone of Control, and what-not. They'll eventually wander into those plagues and such. If they don't, then you have a dungeon with a hidden plague in it, or a primordial beast from the world's pre-history, which is neat.

I say this, because I think doing it this way will end up with a more interesting play experience, and final dungeon. If you think it'll end up more interesting the other way, then do that instead. It's a one-player game; you can't really cheat yourself.


And second, even if it is basically an age-ender, is it likely to be worth it to bother with this particular map, seeing as if I run the starting shaft down the middle, they hit the whole mess there at once and die off before starting, if I run it along the left side, there's a very good chance of hitting one of the remaining Plague 4 caves in the first three turns (though it's also very near the Gemstone 4 cave, so it's possible I could survive that, if I'm lucky), and if I put it on the right, I'll either hit a primordial beast in the first two turns, or progress steadily towards the age-ender and reach it within four turns?

No way of knowing until you play it out. But keep in mind that, in the Age of Monsters, more rooms and shafts will be mined out, and the cave complex will be extended a bit. Even if the Dwarves have a very Dwarf Fortress-esque apocalypse within 5 minutes of moving in, you may very well still end up with a neat little dungeon to play in.


One question– If I have multiple civilizations, and one has their age end, does the age end for all? So if the dwarves delve too deep, does that end it for the drow? Or if the drow get 10 population in one city, does that end it for the dwarves?

It is my reading of the rules that as soon as one Civilization ends, all Civilizations end, and the Great Disaster occurs.

You could try playing it the other way and seeing what happens.

Razanir
2012-12-12, 06:01 PM
It is my reading of the rules that as soon as one Civilization ends, all Civilizations end, and the Great Disaster occurs.

You could try playing it the other way and seeing what happens.

I actually did play it with dwarves v drow v kobolds. I started the disaster when I was down to 1 civ left. (The dwarves, by the way)

Doorhandle
2012-12-13, 06:04 AM
Played this one several times myself, but have yet to get to the villain stage.

Hint: don't use paper tokens that can be blown away if you breathe too hard :smallwink:

Razanir
2012-12-13, 01:55 PM
Played this one several times myself, but have yet to get to the villain stage.

Hint: don't use paper tokens that can be blown away if you breathe too hard :smallwink:

It helped for me that I ran it in Paint.NET, so I just had a tokens layer.

Also, my game worked out beautifully to use as a D&D campaign. The humans were the ones who accumulated 6 treasure, so they got dominated when the lich arrived. A little bending of the rules later to save the second city, and I have a plot:

"A lich took over our capital. The main entrance to his lair is over there as well. We would send you that way, but it's too well guarded. Also, you guys probably aren't even strong enough to kill him (level 5), but you're the best we've got on short notice. Here's a back entrance where the kobolds used to mine. We hope he doesn't know about it. Good luck."

Doorhandle
2012-12-13, 10:18 PM
Nice.

Just finshed a game of my own, and ended up with a new master villain: the oni lord.

Before I post it up a bit later though, I have a few questions...

Koblod Traps can’t hurt alpha predators. is this your intent, Jason_Silverain?

Do you roll for wandering monster statistics on primadormal beasts?

What happens if the only way a fleeing party can escape is though the forces pushing them away?

How exactly, do dragon masters work in A.O.M (this is for Jason_Silverain) ?

Do alphas get zones of control?

What exactly is meant by “ants never pay tithes?”

Do you enter the age of villinary as soon as one mosnter group gets 6 tokens, or at the end of that year?

How exactly do ettins work?

What happens if a group attacks a master villain instead of the other way round?

Jason_Silverain
2012-12-17, 11:17 AM
Elimu Marimech:
That sounds like you had quite the interesting game, I hope the kobolds didn't do too badly sandwiched in the middle. :)
I did design them as a V.S. civilisation in mind, its also why their mines are smaller than other races to represent them getting the most out of the ore.

Xefas:
I did want to do this and hopefully will be able to after Christmas especially now the thread seems to live again :). However I'm currently having the most chaotic Christmas in years so I'm a little overwhelmed atm.

Doorhandle:
Kobold Traps can’t hurt alpha predators:
This was my intent, I was worried that the traps would be over powered so I wanted to give them a weakness. Alpha predators seemed to be the most logical choice.

Do you roll for wandering monster statistics on primordial beasts?
I do personally, your choice I suppose. It can lead to them killing each other off though so I tend to roll once for a set so they are all the same type to avoid this.

What happens if the only way a fleeing party can escape is though the forces pushing them away?
Again its your choice, I have the party escape through the force on most occasions.

How exactly, do dragon masters work in A.O.M:
Ah I should of refer to dragon masters as Dragon Patron to keep it consistent, I'll alter that in the document. However to answer your question they act as normal Alpha Predators Dragons during the A.O.M.
The only differences is they do not attack their Kobold Servants (Those of other dragons are fair game) and their Kobold Servants do not attack them.

Do alphas get zones of control?

The alpha predator forages up to 1 finger from its lair along tunnels...
I would treat 1 finger in all tunnels connected to its lair and the rooms directly connected to these tunnels within this range as the zone of control of an Alpha.

Can't help much with the others unfortunately.

Razanir
2012-12-17, 11:27 AM
Elimu Marimech:
That sounds like you had quite the interesting game, I hope the kobolds didn't do too badly sandwiched in the middle. :)
I did design them as a V.S. civilisation in mind, its also why their mines are smaller than other races to represent them getting the most out of the ore

Oh no, they were on the side.

Dwarves v Kobolds– I had them take turns stealing each other's freshly mined ore. Also, they aperiodically fought (read: whenever I felt like it)

Dwarves v Drow– The drow were already weakened by having two cities flooded in the same turn. Then the dwarves built their city into the drow mines. The drow took two prisoners, which set off a slave revolt in the capital. Then the extra slave the other city got set off a slave revolt there. After that, they were out of cities.

Back to dwarves v kobolds– Now I just wanted the age to end. I hand picked the total war conflict. Within a few turns, the kobolds had sold themselves completely to their dragon patron.

Then I threw a plague at the world for the cataclysm

Jason_Silverain
2012-12-17, 11:38 AM
Oh no, they were on the side.

Dwarves v Kobolds– I had them take turns stealing each other's freshly mined ore. Also, they aperiodically fought (read: whenever I felt like it)

Dwarves v Drow– The drow were already weakened by having two cities flooded in the same turn. Then the dwarves built their city into the drow mines. The drow took two prisoners, which set off a slave revolt in the capital. Then the extra slave the other city got set off a slave revolt there. After that, they were out of cities.

Back to dwarves v kobolds– Now I just wanted the age to end. I hand picked the total war conflict. Within a few turns, the kobolds had sold themselves completely to their dragon patron.

Then I threw a plague at the world for the cataclysm

That sounds like an pretty epic conflict though I'll confess I'm rather pleased the Drow died off first. :smallbiggrin:
Thank you for trying out the kobold, I hope they were reasonably easy and fun to use.

Razanir
2012-12-17, 12:06 PM
That sounds like an pretty epic conflict though I'll confess I'm rather pleased the Drow died off first. :smallbiggrin:
Thank you for trying out the kobold, I hope they were reasonably easy and fun to use.

They were reasonably easy. They play almost just like the dwarves. (Not a complaint) My one actual complaint is that they can only die by running out. I'd put in some explanation for how they win/lose and end the age if they hit 10

Mewtarthio
2012-12-18, 01:54 AM
So, I've got a dungeon, and I'm thinking about getting in on this "pen & paper Let's Play" thing:

http://img829.imageshack.us/img829/8317/demonciv01.png (http://imageshack.us/photo/my-images/829/demonciv01.png/)

How's that look? Should I add some more primordial events by GM fiat before unleashing the demons on the world?

Cheers
2012-12-18, 02:34 AM
I think adding one more primordial beast in a cave somewhere will help the demons to keep expanding. And give the more chance to build additional rooms. Other than that it looks good.

Can't wait to see a new dungeon. Best of luck to you and your demons!

Xefas
2012-12-18, 03:41 PM
I had a little time today, and I'm going to have some time tomorrow, and I remembered how fun this was the first (and second) time around, so I decided to do another dungeon. This time, with Dwarves & Demons.

Here's the basic map, after the Primordial Age.


http://i.imgur.com/pFWap.png

And so begins the Age of Civilization.

Word of the Demon Prince

As the newest, mewling toys of the High Gods scurry forth from the muck to claim this infant world, raising false thrones of their frail mortal iron, and thinking themselves kings and masters of the land, far older and wiser eyes look to their subjugation.

On every world, in every plane, where the traitorous Lords of Heaven seek to propagate their lies, and forge citadels to hide themselves away like the cowards they are, the Demon Emperor's gaze shall follow. And I, Xefasloragron, His favored champion, shall hunt them.

In the depths beneath the earth, I have opened a burning rift from the bowels of the Abyss, and brought my nine least trusted lieutenants, along with a mob of demonic rabble to do our bidding. Here, we will grow and fester and rot this world like a cancer, before erupting to the surface, and bringing cataclysmic ruin to the works of the High Gods. Every temple will be ground to dust, every home smote to ash, every living thing brought screaming into bleak eternity.

Journal of the Dwarflord

Our caravan found this really nice place next a dormant volcano. The prospectors seem to think it'll have plenty of ore nearby. I trust my people. I must, or else how can I believe in our success as a fortress at all? I've decided this will be our new home - Vulcanholm, in honor of the volcano.

Earlier tonight, I tried lighting the candles on my shrine to the Stonefather, but the flames just kept turning bright green and then screaming like dying herd animals. Probably nothing, but I'll consult the few clergyman we brought along in the morning.

Denizens
Dwarves [P]
Demon Nobles [D]
Primordial Beasts
Treasure [T]
Horrible Fate [Fate]

http://i.imgur.com/zmCq5.png

[b]Notes
This Primordial Age looks the least interesting of any I've done, I think. Hopefully, doing the two races in the Age of Civilization will make up for it, and create lots of neat land formations.

Mewtarthio
2012-12-18, 08:18 PM
I think adding one more primordial beast in a cave somewhere will help the demons to keep expanding. And give the more chance to build additional rooms. Other than that it looks good.

Right. I invoked a "caverns" event through divine fiat and demanded that said caverns only land on the left side of the volcano. End result:

http://img203.imageshack.us/img203/8317/demonciv01.png (http://imageshack.us/photo/my-images/203/demonciv01.png/)

Much better, in my opinion. Expect the demon attacks to begin at any moment.

Xefas
2012-12-19, 01:03 AM
Journal of the Dwarflord
Year 1
The most glorious fortune smiled upon us this Spring. Mining operations were successful, yielding evidence of a deep vein of gold ore, much to my delight. However, as we were digging out a new room to serve as a treasury, the miners happened upon a natural cave hosting the most bountiful gem deposit anyone in our newly founded fortress had ever heard of, much less seen, before! Within a day, we were hoisting buckets of topaz out of the rock. This is sure to attract a lot of attention among other Dwarf settlements.

On the one hand, I'm overjoyed at the impending success of my endeavor, and the wealth I'll surely accrue. On the other, this is sure to make my life more complicated. How many nobles from the motherland will have their eyes on this place before long? For all the stupendous luck, I fear that evil things may be on the horizon.

Word of the Demon Prince
Year 1
Let this be an example to all of my subjects. Perhaps my greatest lieutenant, he that I considered my left hand in all machinations, the Duke of Crimson Plagues, C'nor, made an attempt on my life early this year. Some Lords of the Abyss like to foster this kind of treachery and ruthlessness. I find it a waste of time and resources.

For those that would like to pay their respects, his body is in the palace dungeon. His head is in my throne room.

As far as municipal progress goes, the taskmasters have whipped together the finest Dretch Mob our little corner of Abyss-on-Earth could offer. Nasty little creatures - not much for finesse, but get them angry enough, put picks in their hands, and they'll dig. And kill anything that gets in the way, conveniently enough.

As luck would have it, they happened upon a den of ancient-when-the-world-was-young nightmares from the flesh of the Old Ones. For a Demon Prince, they don't impress. With a little artillery support from the Nobles, the Dretch Mob was able to clean them out with only a few hundred casualties, and now the survivors will have food for months. It's wins all around. The bones of the primordial creatures will make an excellent shrine to the Demon Emperor. Never hurts to score a few brownie points when you can.

Denizens
Dwarves [P]
Demon Nobles [D]
Dretch Mob [M] (+Treasure is being carried with them.)
Primordial Beasts
Treasure [T]
Horrible Fate [Fate]

[b]The Map So Far
http://i.imgur.com/UtxVz.png

Journal of the Dwarflord
Year 2
In only a few short years, I have amassed fame and fortune beyond my wildest dreams. The fortress is growing out of control, the entirely true stories of the tremendous wealth to be had has brought dwarves from all over the world and from every walk of life. Accounting for all the new faces, and each new discovery, has become a large enough task that I've commissioned a dedicated Hall of Records, in which our greatest scribes and accountants will labor away at the grim task of administration.

One can hardly even call Vulcanholm a 'fortress' anymore. With a little more space, and a few more conveniences, we could be a city to rival even those in the mountains of the motherland. Where to go from there, I wonder?

Word of the Demon Prince
Year 2
Alas, Duke Doorhandle, I knew him... passingly. It would seem that my subordinates have given to infighting, although they still have the tact to do so in secret. Fortunately, the Dretch Mob has had no trouble hunting down and acquiring new prey, so that leaves me with little to micromanage outside of my immediate domain for the time being.

Which is... boring. I do so hope we find a prime location for a Bile Pit soon. There's no entertainment like gratuitously violent entertainment.

Denizens
Dwarves [P]
Demon Nobles [D]
Dretch Mob [M] (+Treasure is being carried with them.)
Primordial Beasts
Treasure [T] (Gold Treasures are special Dwarven Relics.)
Horrible Fate [Fate]

[b]The Map So Far
http://i.imgur.com/OYP5w.png

Journal of the Dwarflord
Year 3
The fortress of Vulcanholm is no more. I am now officially the governor of the City-State of Vulcanholm. No longer is every resident forced to sleep in the cramped conditions of a barracks, for the finest miners and craftsdwarves in the land have built a sprawling underground cityscape, where the middle and upper class (now including yours truly) have every modern luxury available to them.

Well... no aqueducts. We still haven't found a large enough source of running water for that. And... no fireplaces or lamps or anything. Fire underground is typically a bad choice. But the furniture! The furniture is exquisite. It's like art that you sit on, and that you can enjoy without the ability to see color. Which, we can't, as our dark-vision is colorblind, and we can't have lamps due to the aforementioned underground smoke problems.

So there's that. But, the gold? Yes. I have many leather-bound books, and my throne room sparkles of rich filigree.

Wait, what's that sound? Sounds like digging, but the mining crews shouldn't be this far west...

Word of the Demon Prince
Year 3
At first, the taskmasters sent word that we'd just broken the surface. Communication was lost briefly thereafter. Concerned, I sent several of the noblemen up to investigate. It would seem that we've happened upon a colony of little stony whelps - no doubt the playthings of one of the High Gods. They don't seem to speak our tongue, but they certainly speak our language, as battle erupted almost immediately.

There've been losses on both sides so far. Notably, I've lost Mewtarthio, Duke of Rogues, and Duke Marimech, whose true title escapes me, so I shall instead here name Potentate of Crossbow Related Casualties. An honor that he has so far upheld admirably.

Journal of the Dwarflord
Year 3, continued
I barely escaped the initial skirmish with my life. A numberless horde of vicious black creatures from the depths swarmed forth, butchering innocent citizens wherever they could be caught. Soldiers were quickly deployed, but were routed upon the arrival of two great and terrible abominations, towering over their lesser kin, seemingly impervious to every weapon.

For now, we've barricaded off nearly half the city, entrenching ourselves before a no-dwarfs-land between our makeshift fortifications and whatever horrifying constructions those creatures are preparing on the ground they took from us. They've already made a few experimental charges at us, but so far nothing has survived the swarm of crossbow bolts.

I... I don't know what to do. I'm not a military man. When I set out to find my fortune, I expected to be overseeing a few miners. Maybe a couple of militia-dwarves to fend off the local wild life, or break up the occasional scuffle. I never wanted this kind of responsibility.

Denizens
Dwarves [P]
Demon Nobles [D]
Dretch Mob [M] (+Treasure is being carried with them.)
Primordial Beasts
Treasure [T] (Gold Treasures are special Dwarven Relics.)
Horrible Fate [Fate]

http://i.imgur.com/aGXqt.png

[b]Notes
One refluff and one fudge here. Instead of a big tunnel-worm, I had the Demon Civ's digger unit be a big horde of tiny worker demons. I just like that aesthetic better than a worm. As for the fudge, I thought it would be kind of weird to have this huge city space with only one population inside, so I had the "city" consume, and be expanded from, a few barracks. I think it'll end up looking better that way, too.

Doorhandle
2012-12-19, 01:45 AM
This looks to be a very interesting machup, and a similarly interesting dungeon.

One question though: where can I find the demon civilisation?

------------------------------------------------------------------------
Anyway. Time for some homebrew.

New master Villain: THE ONI LORD.

http://images1.wikia.nocookie.net/__cb20120708044160/scratchpad/images/0/0c/Aku.jpg

The Oni Lord seeks to dominate the land and bring the world under it's iron fist, and live eternally in rancor and debutchery. to do this, he requires riches untold... and is willing to acquire them by any means necessary.
key:
:smallfurious: = black bead.
:smallcool:= white bead.

Setup: If the dungeon contains an ogre mage, remove it and replace it with the oni lord. Otherwise, place the oni lord within the wealthest group on the map. It is assumed he subjgated them when he rose to power.
Mark the position of his fortress and place unique 1 bead there.


The oni lord is the master of combat and adds +2 to all combat rolls.
In addition, it is counted as having as many :smallfurious: for combat purposes as it has :smallcool:, and looses :smallcool: before :smallfurious:. The maximum combat bonus it can gain from this is +7 (for a total of 9+). Do not include the 1 :smallfurious: of the oni lord in this unless said lord has no :smallcool:.
Whenever it defeats an opponent, the Oni lord gains whatever :smallcool: that enemy had, with the exception of alphas. See knights below.
Whenever an opponent looses to the alpha but isn’t killed or made to swear fealty, they give 1 :smallcool: to the oni lord.
The oni lord may spend 3 :smallcool: each season in order to build a new oni construction.

Victory condition: If the oni lord collects all the free :smallcool: on the map, he leads the charge against the surface. If the amount of :smallcool: collected is greater than the combined :smallfurious: of the free forces (not sworn to fealty), ramaining, he wins.
He also wins if every creature on the map has sworn fealty to him.

Season: The oni lord looses 1 :smallcool: due to upkeep. If the oni lord has no :smallcool:, it must acquire some by the end of that season, or die.

If the Oni Lord encountered a group and failed to make them swear fealty, he attacks them again. Otherwise, extend his control 1 finger into the dungeon, conflicting with anything he can find and gathering all treasures present.

Encounters: The the Oni Lord looses :smallcool: before :smallfurious:

With lawful groups: The Oni Lord challenges them to MORTAL COMBAT!
Win: group swears fealty.
Tie: Oni looses 1 :smallcool:, but they still swear fealty.
Loss: Oni pays the delvers 2 :smallcool:.

With alpha predators: The oni lord demands their loyalty, with his fists!
Win: The alpha predator swears fealty and becomes a knight under the oni lord’s control.
Tie: Oni Lord takes 1 :smallcool:. If none is available, opponent dies.
Loose: oni lord pays the alpha 1 :smallcool:, and cannot choose to attack the alpha next turn. Note that he can still BE attacked.

Breeders: The oni lord deems that they are worthy peasants.
Win: The breeders swear fealty.
Tie: breeders remain free, but they loose 1 :smallfurious: to kidnapping, which is immediacy used to make another oni construction.
Loose: The oni lord pays the breeders 1 :smallcool: and looses 1 :smallcool: due to abject humiliation.

Featly groups: do not take a normal season. Instead, they

Delvers: pay 1 :smallcool: to te oni lord. If they have no :smallcool:, they may move to a location where they can mine ore, digging out a 1 bead area and providing 1 :smallcool: to the Oni lord.

Breeders/surface settlements perform slave labour. They regain 1 :smallfurious: a turn, and spend 1 :smallfurious: each turn building an oni construction. They also pay whatever :smallcool: they have to the oni lord.

Alpahs become oni knights. They keep all their :smallcool:. On the oni lord’s turn, they may spearhead an attack of their own, using it’s encounter table and rolling their :smallcool: +2, just as if they were a smaller oni lord. If an oni knight has more than 3 :smallcool: at the end of it’s seasons, send the reminder to the oni lord. If the oni lord has no :smallcool:, it may take :smallcool: from it’s knights instead.

Reguardlkess of the group, if they are defeated by adventures, they become free, and remiand as a delver/breeder/surface settlment of the same size that is now friendly to the adventures and not the oni lord. The exception to this are oni knights, who are killed as per usual.

Oni construction: whenever you get an oni construction, roll on this table.
1.“This dungeon needs something. MY FACE.” Create a underground a construction above ground, 2 beads in height. This is the statue of the oni lord. An oni lord looses 1 less :smallcool:than nromal to adventures if this statue is present.
2.Trap: same result as the one under “dungeon master’s constructions.
3. Soylent green factory. Draw a room 1 bead high and two across. At any point, the Oni lord may take 1 :smallfurious: from groups that have sworn fealty to him and turn it into 1 :smallcool: in his posseion, 3 if it is an Oni Knight.
4. The great mines: Immediatly excavate 3 beads worth of ore and add them to the oni’s stockpile. If there is no ore within the oni’s zone of control, dig a tunnel 1 finger long towards the nearest source. If there is no ore on the map, a tunnel 1 finger long is dug towards any cavern that is currently not connected to ether the surface or the tunnels. If no such things esxit, choose a side and roll a d6. The oni lord has his slaves tunnel in that direction just to work off his frustration.
5. See 4 above.
6. Xenophilia. Randomly determine a civilisation, and then roll a d10. The construction that has this population number is built. If the result of the die doesn’t have a result on the table, roll a d4, and add or subtract (your choice) that to the result in order to find what is built.
7. Mighty palace: Build a room 2 beads high and 1 half-finger across, then move 3 of the oni lord’s  into it, and the oni lord himself. This is his new home, and anyone attacking him here looses 1  regardless of other results.
8. as 10, see below.
9. as 10, see below.
10. Roll on the age of monsters special features table, replaceing any instance of “Monster group with the most loot” with “The oni lord.” Any monsters created by this never attack the oni lord’s forces.
11. “I like that one. BUILD IT AGAIN!” Choose a prexisting special consecution, oni construction, or civilisation constcion. Another one is immeadalty built within the oni lord’s zone of control, if it is at all possible. Rules as normal apply for the construction, with the exception of any end-of-age disasters caused by the projects.
12. Make up your own oni construction. Write it down for future use.

--------------------------------------------

Questions? Comments? Critique?

Xefas
2012-12-19, 01:55 AM
The Demon Civ is in the full version, that you have to buy. It's $5. Link. (http://planet-thirteen.com/Dungeon.aspx)

I wouldn't feel comfortable giving real critique for the Oni Lord unless I'd actually used him (I don't know the game well enough to engage in any serious theorycrafting), but I can say that it could definitely use some editing in the manner of spelling, formatting, and so on.

Cheers
2012-12-19, 04:18 AM
I only recently discovered this game thanks to the playthroughs in this very thread and I absolutely love it. As a small repayment, I have started my own game. So without further ado, I present: The history of Bravek’s Vault


Ages ago:

In those days the land had no name, or perhaps, more accurately, no one to give it a name. But our teachings tell us it was a fertile land with lush green forests and verdant meadows. However even this apparent paradise held its fair share of dangers. An old earthquake had split the earth asunder allowing monster from deep within the earth to come forth.
And it is in these times that our story begins, and it begins with a young ambitious dwarf and his sister.

http://i3.photobucket.com/albums/y59/Saurus/How%20to%20Host%20a%20Dungeon/Primordialage_zpsfcc6980e.jpg


Year 0: The founding

My dear sister,

This letter is different from the previous ones. Can you guess why? Common, give it a try. If you guessed ’written from a new dig site’: then you cheated and probably read ahead. Regardless! It is indeed true, the prospectors found the clear signs of mithral deposits. After a proper ceremony, celebration and subsequent sobering up, I ordered the excavations begin immediately. Although the ‘hold’ right now is little more than a mine and some sleeping quarters, I know this is the start from something amazing.

I hope you are well
Djurbin

http://i3.photobucket.com/albums/y59/Saurus/How%20to%20Host%20a%20Dungeon/Vaulty1_zps15b8c1b1.jpg

Croverus
2012-12-19, 05:01 AM
Wow Cheers! What program are you using to make that beautiful map?

Cheers
2012-12-19, 05:54 AM
Photoshop CS5. The layer system is perfect for a game like this, as it is easy to move around tokens. And it allows you to create drop-shadows and coloured shades perfect for creating the illusion of depth.

But in all honesty, the textures themselves are mostly images, templates and textures I got from the internet. All credit to the artists responsible for them.

Glad to hear you like it. Next update will be later tonight.

Xefas
2012-12-19, 05:12 PM
Journal of the Dwarflord
Year 4
At first, I thought that the courtiers and nobles that had flocked here, once the riches of Vulcanholm had become known, would be only a troublesome burden to bear. But, much to my relief and surprise, they have rallied their courage where mine has failed, and several have military experience with which to advise me.

At their encouragement, we continued mining operations, in order to hire more legions from abroad to aid us. Further, we've tapped into the magma vein from the nearby volcano, and constructed a series of truly impressive workshops and smithies around the sweltering flows. From the beating heart of Vulcanholm, weapons of war pour forth to defend it! How poetic.

The civilians are still uneasy, however. And how could they not be? As a token of consolation, I had a magnificent tomb built beneath the fortified city for those that have fallen facing the Dark Ones. There, their sarcophagi gleam with golden adornments befitting true war heroes.

Word of the Demon Prince
Year 4
Damnation! The Demon Emperor is surely not going to be pleased with this turn of events. I know not from where these little stone-whelps found so many reinforcements, or these new armaments invested with elemental magic, but even more distressing than the casualties we've sustained from their offense is the desertion of Duke Silverain. With most of our warriors stationed at the battlefield above, I can't spare enough to enact proper retribution. So, now he lingers, at the fringes of my domain, mocking me with that petulant hubris! Worse still, I can only imagine that more of my lieutenants may have similar ideas if something isn't done.

The Map So Far
http://i.imgur.com/TLhas.png

Word of the Demon Prince
Year 5
The onslaught of those insufferable earth creatures has ultimately left my forces broken. Duke Cieyrin fled the final battle, and I can hardly muster the rage to hate him for it. I am alone, now. A prince with no court to speak of.

I won't be allowed to die at the hands of those filthy mongrels, though. No, I can already feel the horrible grasp of the Demon Emperor closing in around me. I can't begin to speculate on how many millennia I'll be spending in the torture pits, if my punishment is ever to end at all. But, I find a sliver of solace knowing that my writings will survive, and perhaps the taint I've left will torment later inhabitants of this world.

The Map So Far
http://i.imgur.com/9HGB2.png

Epilogue

After the fierce final battle for Vulcanholm, its governor left the management of the City-State in the charge of his advisory council, and moved away to a much quieter corner of the world, where he was haunted in his dreams by gruesome nightmares of those first skirmishes with the demon army.

His once-tiny fortress, now swollen city of gold, stood as a great trade hub of the dwarven kingdoms for many centuries, though there were always parts of the metropolis that no one dared tread - whole city blocks marked by the taint of those dark ones that came before, and no additional mining projects were ever sanctioned, for fear that they might awaken another deluge of the fearsome monsters.

There may have been some truth to that sentiment, as the Dukes Silverain and Cieryrin still slumbered in their forgotten palaces deep beneath the earth, trusting in the passing of ages to slay those enemies that they were unable to. As they slept, natural shifting in the deep plates of the world caused magma to fill in the once mighty Demon City. However, the monumental corruption of that place blighted even such raw elemental fury as the heart of a nascent volcano, and so when it peaked to the surface, the mountain formed was an unnatural ashen hue from base to summit.

Given the landform's unsettling color, and the unnatural speed with which it formed (a mere few hundred years), those few inhabitants that had remained in Vulcanholm during its decline took it as an omen to be feared, and left soon after, leaving the city a hollow and empty hole in the face of the planet.

So ends the Age of Civilization.

And so begins the Age of Monsters.

http://i.imgur.com/cD4Av.png

Notes
Two more fudges. There was a turn where the Dwarves should have built nothing, but I had them build their least construction, the Workshops, which they didn't get a chance to do earlier because of them finding that gem deposit at the beginning. I didn't want to miss the chance to give them lava-fueled dwarven smithies, because I think those are a cool fantasy trope. Second, I rolled another Volcano for the Great Disaster, but instead of putting the lava pool right next to the Demon City, where it should've been, I had it just use the Demon City itself. I think it'll end up being better this way.

As a note for future players that want to use two races, I think the Demons will pretty much wreck anyone else under normal circumstances. The only reason my Dwarves had any chance at all (and they could've lost, if the dice had been different), was because they got the enormous four-gem boost at the very beginning. Without that unfair advantage, my Age of Civilization probably would've only been about four turns.

Croverus
2012-12-19, 05:25 PM
Also, treasure the dwarves claimed that they did not put in tombs, the hall of records, or the great city, get taken with them if I remember correctly.

Xefas
2012-12-19, 07:07 PM
Also, treasure the dwarves claimed that they did not put in tombs, the hall of records, or the great city, get taken with them if I remember correctly.

Right, good catch. I'd forgotten that. That'll be fixed by the next turn. I believe the treasure that the Tunnel Worm/Dretch Mob accumulated has no such stipulation, though, so the city will still be rich in lootables, considering it becomes a mere Wandering Monster in the Age of Monsters.

Cheers
2012-12-19, 07:13 PM
@Xefas: your game is shaping up to become rather awesome. I'm damn happy your dwarves managed to hold out, and lava-based forges are fundamental to any underground dungeon.

Moving on:


Year 1: Growing

My dear brother,

Today a caravan arrived with cartloads of mithral and gold, and I knew immediately they came from Bravek’s vault (I still can’t believe you named your own city after grandfather). It would appear your dreams are coming true though; already there has been a call for more pioneers. Many seem to have answered, eager to join in the riches you have found. I’m so proud of you! I wish I could join them; it has been too long since I left this city.

I hope you are safe
Sida

http://i3.photobucket.com/albums/y59/Saurus/Vaulty2_zps1233f4ff.jpg



Year 2: Independence

My dear sister,

Today is a joyous day. It’s been two long years but finally we are becoming more than a mere mining vault. Sure, we were prosperous and blessed with mithral, but we were still reliant on outside supplies for survival. I said ‘were’ because today the grand smithies, breweries, and butcheries have finally opened. We have finished our ‘hall of crafts’ and achieved independence! I wish you could have seen the celebrations sis. Not even ‘founding day’ back home could compare to this. To make this day even better, many master craftsmen have joined the vault and we grow ever more populous.

I hope you are well
Djurbin

http://i3.photobucket.com/albums/y59/Saurus/Vaulty3_zpsca313595.jpg

Note: A slow couple of years, but part of the progress nontheless. I always try to build in a random direction, to prevent any bias towards certain conflict or such. So the workshops missing the primordial beasts was the will of the dice, not mine :smallsmile: Next update will be tomorrow morning.


Kobold Civilisation
https://docs.google.com/document/d/1...zR-Qu5afY/edit

Feedback would be great. :)

Anyway. Time for some homebrew.

New master Villain: THE ONI LORD.

These look mighty fine. I'll give both of them a try soon.

Croverus
2012-12-19, 09:21 PM
Just to note on your workshops, and you can do it how you did it if you wanted to, but the book says they should be built connected to the mines, and that the dwarves don't like their barracks being too near construction. But you can do it however you want.

Mewtarthio
2012-12-20, 01:03 AM
Okay, here's the first update:

Many centuries ago...

There was a river beneath the earth, polluted by an infernal taint. It flowed over sealed caverns filled with pestilence and a pool of magma that had once fueled the destruction of a prosperous city. The corruption of the land was bolstered by certain astronomical signs, a confluence of events would occur only once in ten thousand years, and the river's source briefly became one with the Abyss. So it was that the demons dove into the waters and began to play a game.

That game was known as "Unleash the Tunnel Worm!", and it had but one objective: Be the leader of the demons when the tunnel worm inevitably broke through to the surface and lead the forces of the Abyss in glorious slaughter!

http://img822.imageshack.us/img822/8317/demonciv01.png

The ten demons who survived the journey immediately fell to squabbling over who would be the leader. Prince Xefias stood forward and declared he would take on any challenge. Clever Prince Croverias challenged him to a swimming contest, then used an ingenious bladder of air to proof himself against drowning. Xefias proved himself the cleverer by piercing Croverias with his head-spines, allowing the water direct access to his lungs. And so ten became nine.

Further contests were suspended when it was discovered that the tunnel worm had crawled off on its own in search of food. It had carved its tunnels almost directly upward, leaving behind smooth, unclimbable walls. Prince Cheras declared that they had failed in their mission, and that the tunnel worm would surely breach the surface without them. Xefias instead counseled patience: After all, they would surely work out a way to follow soon enough, and, in the meantime, a mindless beast such as the tunnel worm would not cause much trouble on its own.

What none of the demons knew was that the three Titan brothers made that very cave system their home. Each one had given up one of his senses in exchange for incredible martial prowess and eternal youth. Though they had slept since the world was young, none could ignore the din of the worm burrowing through the earth, crawling directly towards them--none, that is, save for the youngest, who had sacrificed his ears. He remained in blissful slumber, completely unaware as the tunnel worm breached his walls...

http://img203.imageshack.us/img203/3586/demonciv02.png

Eventually, Xefias was able to lead the demons up the tunnel using an improvised system of makeshift ropes and pitons, which he made by disassembling Prince Cheras. And so nine became eight. The eight surviving demons made their way up to the Titans' lair, where they discovered that the tunnel worm had already consumed the youngest brother. The demons unanimously agreed that this would be considered their first sacrifice, and a grand celebration was held. The demons danced and jumped and shouted, and Prince Dorhandas made a toast with a cask of hellwine he had brought along for such an occasion.

Such was the potency of the hellwine that Dorhandas fell senseless after the first draught, and so he would remain for a hundred years. The demons declared the cave to be a profane palace, and decided to leave the remainder of the hellwine untouched as an offering, and to leave Dorhandas himself as the palace caretaker. And so eight became seven.

Alas, the celebration was not to last. When the demons went to check on the tunnel worm, they found it lying on the ground, making no move or noise, as dead as Dorhandas. Meanwhile, the second Titan had heard the noise of his brother's death (for he had sacrificed his eyes, not his ears) and the ensuing celebration, and he hid himself in the shadows of the cave system, awaiting the invaders.

http://img854.imageshack.us/img854/9227/demonciv03.png

The demons were at a loss as to what to do about the poor tunnel worm. Xefias, ever the optimist, insisted that the creature was not dead, but merely sleeping, and while no demon wished to contradict him, no demon could imagine any way to rouse the creature. Finally, Prince Mutaris put forward a proposal: A demon would have to go inside the tunnel worm and inspect it, then report back any problems with the beast. The other demons agreed that this was a fine plan, but when Mutaris made the call for a volunteer, none stepped forward. Then, Prince Silveras the Swift-Footed suggested that a race be held from the palace to the next chamber, and that the loser be bound by geas and made to carry out the endeavor. Mutaris himself, who was lame in one knee and used a cane to move about, objected vehemently, but the other demons outvoted him, and the plan was put into practice.

The demons bound themselves with the geas-enforced oaths, and the race commenced. Most of the demons sauntered off at a comfortable pace, confident that they had no need to waste their energy when all they had to do was outrun Mutaris. Only two demons put forth any real effort. The first was Mutaris, who limped and scrambled forward out of mad desperation, lagging far behind the others. The second was Silveras, who took great pride in his speed and commanded a healthy lead. He just about to enter the chamber when the eyeless Titan set upon him. When Silveras tried to fight back, the Titan grabbed his arm and wrenched it. In a panic, Silveras twisted away violently and began to flee towards the palace, leaving his arm behind. The Titan discarded the limb and took up pursuit.

Prince Silveras would have easily beaten any creature in a fair race, but his wound was a serious handicap that his legendary speed only barely compensated for. He managed to put a bit of distance on his pursuer, but he was weakening, and the gap was closing fast. As he fled past the other demons, he cried out to them for help, but the others took one look at the monster and quickly fell aside. As he passed Mutaris, he shouted to the Titan that there was a far easier prey, but Mutaris had injured his lame knee and was curled in a tight ball, making no sound save a few soft sobs. When he saw the palace up ahead, Silveras allowed himself a brief moment of hope: Perhaps he could take a weapon from inside and defend himself.

With a final mighty sprint, Silveras burst into the palace, abandoning the boundaries of the race and automatically disqualifying himself. The geas took hold promptly, sending him into the worm's gullet with the sightless Titan in hot pursuit. The Titan was so distracted brutalizing the demon's corpse that he failed to notice the worm's digestive tract tightening around him.

Prince Xefias had been right all along. The worm had not died; it had merely been exhausted by the journey and, finding the first Titan disagreeable, had entered a state of dormancy. With the large meal now sitting in its belly, the beast had enough energy to rouse itself, and so it crawled up the tunnel to rejoin its masters. The demons declared this turn of events to be another successful sacrifice, and so they constructed a shrine at the location. Silveras's discarded arm was declared a profane relic and placed in a position of prominence. And so seven became six.

http://img191.imageshack.us/img191/4564/demonciv04.png

Xefas
2012-12-20, 01:21 AM
So, Mewtarthio has the best dungeon, and I suddenly remember why I so much enjoyed reading his ADOM runs.

Phaedrus2129
2012-12-20, 01:29 AM
Xefas, that is truly epic. I highly enjoyed reading all three of your campaigns. :smallbiggrin:


Question, how would you manage running one of these solely on a computer with no way to roll a die to determine locations of caves and mines and monsters, etc?

Xefas
2012-12-20, 01:57 AM
Xefas, that is truly epic. I highly enjoyed reading all three of your campaigns. :smallbiggrin:

Question, how would you manage running one of these solely on a computer with no way to roll a die to determine locations of caves and mines and monsters, etc?

Well, I'm not done with the third one, yet.

I need a clarification on your question. Do you mean 'no physical dice'? Because I already use the Virtual Dice Bag at the d20srd, alongside a grid that overlays the map when I'm editing it in Fireworks. I roll once for the X axis, and once for the Y axis, and put the object in the coordinates rolled, and then I hide the grid when I save the actual picture I'm going to upload. I don't use actual dice.

If you mean "no randomization mechanic at all - even virtual ones, even downloadable ones that you can use without an internet connection", then, I personally, would probably just throw stuff around wherever it looked nice. It would take some of the fun out of the game for me - part of it is the random element shaping my dungeon in ways I didn't expect or wouldn't necessarily have thought of - but I can't think of another convenient way.

Phaedrus2129
2012-12-20, 01:59 AM
I meant the former; I didn't know how you handled it and didn't know about dice on d20srd. Good to know, thanks! :)

Cheers
2012-12-20, 04:16 AM
Just to note on your workshops, and you can do it how you did it if you wanted to, but the book says they should be built connected to the mines, and that the dwarves don't like their barracks being too near construction. But you can do it however you want.
Yeah, I know. The alternative however, was that the workshops were located below the mines, which just felt strange. But yes, you are correct.

Year 3: Fallen Facade

My dear brother,

Are you alright? Are you safe? Please answer me as fast as you can! All I’ve heard are the stories. People are talking, about horrible monster killing dozens, about families massacred, about nightmares made real. All they do is talk! I need to know. Are you safe? One of the regiments is moving out to reinforce you, I pray they will arrive in time. I will give this letter with Captain Crovendus as no carrier wants to go near the vault. Send a reply as soon as you can, please.

I hope you are safe
Sida

http://i3.photobucket.com/albums/y59/Saurus/Vaulty4_zpsa9ed49d5.jpg


Year 4: Perseverance

My dear sister,

I bring amazing news! It took a very long time but we finally found new mithral. I’ll be honest, I didn’t think we would make it. Many were already starting to question why we were still fighting for empty mines and a forgotten promise of riches. Worse, even the nobles were thinking about pulling back the regiment. But now I can prove it has not been for naught. Now I can prove that those miners did not die in vain. I can still feel the judging eyes of the priests as they sanctioned the tomb of the fallen last year.
If we are to persevere however, we must root out these monstrosities from their lairs. And for that we will need the mithral to pay for the regiment and to appease the nobles. This will be the last letter in a long time little sis, as our miners start processing the ore tomorrow, so will the warriors march to war to keep them safe. As the vault master it is my duty to join them. Wish me strength.

I hope you are well.
Djurbin

http://i3.photobucket.com/albums/y59/Saurus/Vaulty5_zpsad21f973.jpg

Notes: I'm limiting the number of mines per mithral spot to just 3. Otherwise a single lucky roll on the primordial table is enough for a complete dwarven civilization, which never felt quite right. Just a personal preference.


Mewthario, I love your writing. This is looking great.